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Release date: 13.10.2024 at 14:30 Note: You will need to download the new Client (OBT v.7.0). Note2: Our launcher has been shut down by its developers. While we will try to "remake" it as our own product, just like we did with the Discord Bot, there are no plans for that to happen in the close future, and we'll look for a more basic Launcher for now. Currently you'll have to open the game via game.exe and use the newest client available. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] CS Rewards: Net Worth rewards: Before Stage 1 is over: 500 RUUD + 10x Bless / 10x Soul / 10x Chaos / 10x Creation + Chance for 1x Early NS Box. After Stage 1 is over: 1200 RUUD + 20x Bless / 20x Soul / 20x Chaos / 20x Creation / 10x Gemstone + Chance for 1x Early NS Box or 1x Mid NS Box. After Stage 2 is over: 2000 RUUD + 30x Bless / 30x Soul / 30x Chaos / 30x Creation / 20x Gemstone / 10x Lapidary Stone + Chance for 1x Mid NS Box. After Stage 3 is over: 3000 RUUD + 30x Chaos / 30x Creation / 30x Gemstone / 20x Lapidary Stone + Chance for 1x Mid NS Box or 1x Late NS Box. The Net Worth will dictate the % chance of getting the NS Box as a reward, as follows: (NetWorth/100)% = box a chance. Examples: Having 1000 Net Worth = 10% chance for NS box. Having 1200 Net Worth = 12% chance for NS box. Having 2450 Net Worth = 24.5% chance for NS box. Having 3520 Net Worth = 35.2% chance for NS box. Bonus Reward: Players with a 3000+ Net Worth will also win 2x VIP Days. Trial of Discord: You get access to 1 LoT Hybrid-Spot. The spot is dynamically morphing in terms of monsters type & monsters number based on the lowest character level that is staying in its range and the highest map where it can go. Example: If the lowest character level in the LoT spot range is 280, the LoT spot will morph into Kanturu 3 monsters. Eample2: If the lowest character level in the LoT spot range is 420, the LoT spot will morph into Swamp of Peace monsters. Note: You need to kill the previous monsters from the spot in order to trigger the morph. Note2: If no character is in the spot's range, it will morph back to its initial Kanturu2 monsters. The monsters from the LoT spot are exactly the same as the ones from the normal maps where they are usually found. The LoT spot has +15% EXP compared to the default exp rate (that is not altered by gens bonus/mercenary squad bonus). Example: If you have level 500 and level in Ferea, you have 107% exp (7% bonus from Gens map), if you level in LoT you'll have 115% exp (but you'll stay safe). The LoT spot monsters have normal drops as they do in their maps, but without any "map-specific" special drops. Note: Ubaid, Nars & Atlans Abyss 1-3 monsters from the LoT spot are visually bugged (showing as "bulls", but they work normally). Trial of Patience: 6 mobs spawn across the LoT (Queen Bees). They have a respawn time of 2 minutes. They will drop 100% a Jewel of Guardian that can mainly be used to upgrade Gates & Statues. You also get access to Senior that can upgrade the Statues & Gates as well as set up taxes for the Chaos Machine, which will go to the Senior budget that can be retrieved by the Alliance GM. You also gain 4% of Zen from Market transactions, which will also go to the Senior budget that can be retrieved by the Alliance GM. Trial of Mobilization: There is a boss, Erohim, that spawns 1 time per day, randomly between 19:00 and 23:59. It stays only 12 minutes alive. Reward: Before Stage 1 is over: It will drop 1x Box of Ancients for each player that is in his range when he dies. A maximum of 10x Box of Ancients can be dropped even if there are more than 10 players. After Stage 1 is over: It will drop 1x Box of Ancients for each player that is in his range when he dies. It will also drop 1x Box of Sockets for every 2 players that are in his range when he dies. A maximum of 5x Box of Sockets & 10x Box of Ancients can be dropped even if there are more than 10 players. After Stage 2 is over: It will drop 1x Box of Ancients for each player that is in his range when he dies. It will also drop 1x Box of Sockets for each player that is in his range when he dies. A maximum of 10x Box of Sockets & 10x Box of Ancients can be dropped even if there are more than 10 players. His stats are boosted after each Server Stage. Trial of Strength: Winning the CS will grant the Alliance GM 7x Guild Master Boxes. Losing the CS will grant the Alliance GM 1x Guild Master Box for every 2000 Points made by the Alliance, up to 5 maximum boxes. Guild Master Box: Can't be moved, sold in shop/store, or vaulted. Can only be traded. It can only be dropped on Crywolf. When it is throwed, it will drop 1x Mastery Set Item or 1x Mastery Weapon based on the class & level of the thrower. Note: This Box is 'forcing' GMs to make choices based on the CS performances of their players, so they can choose who to receive what directly, instead of pure luck. Example: If a SM with level 450 will throw it, it will drop 1x Bloodangel Mastery Item or 1x Bloodangel Staff. Example2: If a GL with level 780 will throw it, it will drop 1x Holyangel Mastery Item or 1x Holyangel Lance. Note: The Mastery tier is based on the highest tier that the character can equip. Note2: There's 84% chance to drop 1x Mastery Set Item and 16% chance to drop 1x Mastery Weapon. Note3: The maximum tier that can be obtained from GM Box is Manticore. The Box is auto-deleted after 24 hours from its creation (if you enter Crywolf after 24 hours or if you are in Crywolf after 24 hours, else it remains in inventory, unusable). [UPDATED] CS rewards release schedule: 1st CS: Net Worth Rewards & Trial of Patience. 2nd CS: Trial of Mobilization & Trial of Strength. 3rd CS: Trial of Discord. [UPDATED] Castle Siege is now happening on Sunday at 17:00. [UPDATED] Now only Alliance members of CS winners can enter or stay in LoT. [UPDATED] Removed the /lot command and the GM permissions for joining LoT. All Alliance members can now freely join LoT by clicking the NPC near the LoT entrance. [UPDATED] Both main guild & alliance members are now counted for the Erohim maximum reward, instead of only main guild members. [UPDATED] The following builds can now also be banned at CS: VSM, SBK, EMG, ARF, SGL, AGL, ARW. All builds that can be banned: ESM, VSM, ABK, SBK, VBK, EE, AE, SMG, EMG, SDL, VDL, ERF, VRF, ARF, SGL, AGL, ARW. [UPDATED] Maximum number of players in a Guild is now 20, and will remain as a permanent, final value. [UPDATED] Maximum number of players at CS is now 25. Note: In future, in case it will be needed, we'll unlock a 3rd alliance slot in order to still promote individual, smaller guilds while giving more players a chance to compete in higher events as well as encouraging "political plot twists". [ADDED] Mini-Game: Bomb Hunt. Rewards: Score 0~150: 2kk ZEN + 1x Random Jewel (Bless/Soul/Chaos/Life/Creation/Gemstone) + 20x RUUD. Score 151~850: 4kk ZEN + 1x Random Jewel (Bless/Soul/Chaos/Life/Creation/Gemstone) + 35x RUUD. Score 851~1100: 7kk ZEN + 1x Random Jewel (Bless/Soul/Chaos/Life/Creation/Gemstone) + 55x RUUD. Score 1100+: 10kk ZEN + 2x Random Jewels (Bless/Soul/Chaos/Life/Creation/Gemstone) + 80x RUUD. Note: When finishing the Event, a [Bomb Hunt Box] is sent to your Gremory Case (K), based on the Score. Event information & Score calculation can be read on the Mini-Game page, in-game. [ADDED] Mini-Game: MU Rummy. Rewards: Score 0~250: 3kk ZEN + 1x Random Jewel (Bless/Soul/Chaos/Life/Creation/Gemstone) + 25x RUUD. Score 251~400: 5kk ZEN + 1x Random Jewel (Bless/Soul/Chaos/Life/Creation/Gemstone) + 45x RUUD. Score 400+: 8kk ZEN + 2x Random Jewels (Bless/Soul/Chaos/Life/Creation/Gemstone) + 70x RUUD. Note: When finishing the Event, a [MU Rummy Box] is sent to your Event Inventory, based on the Score. Event information & Score calculation can be read on the Mini-Game page, in-game. [ADDED] Card Pieces in drop from all monsters over level 84 (starting from Kanturu2/Karutan1). Note: Gathering 24 Card Pieces will transform them into a Card Deck, which can be used to start a Mini-Game. [ADDED] Gens System rewards (1st & 16th day of each month): Before Stage 2 is over (lvl 500~800): TOP1, TOP2 & TOP3 from Varnert & Duprian: 1x HoF Badge + 1x Mid NS Box + 2x Early NS Box + 3x TOCA + 3000 RUUD. TOP4, TOP5 & TOP6 from Varnert & Duprian: 1x Mid NS Box + 1x Early NS Box + 3x TOCA + 2500 RUUD. TOP7, TOP8, TOP9 & TOP10 from Varnert & Duprian: 2x Early NS Box + 2x TOCA + 2000 RUUD. TOP11~TOP20 from Varnert & Duprian: 1x Early NS Box + 2x TOCA + 1500 RUUD. TOP21~50 from Varnert & Duprian: 2x TOCA + 1200 RUUD. Before Stage 3 is over (lvl 800~1100): TOP1, TOP2 & TOP3 from Varnert & Duprian: 1x HoF Badge + 1x Late NS Box + 2x Mid NS Box + 3x TOCA + 5500 RUUD. TOP4, TOP5 & TOP6 from Varnert & Duprian: 1x Late NS Box + 1x Mid NS Box + 3x TOCA + 4500 RUUD. TOP7, TOP8, TOP9 & TOP10 from Varnert & Duprian: 2x Mid NS Box + 2x TOCA + 3500 RUUD. TOP11~TOP20 from Varnert & Duprian: 1x Mid NS Box + 2x TOCA + 2500 RUUD. TOP21~50 from Varnert & Duprian: 2x TOCA + 2000 RUUD. After Stage 3 is over (lvl 1100+): TOP1, TOP2 & TOP3 from Varnert & Duprian: 1x HoF Badge + 2x Late NS Box + 1x Mid NS Box + 3x TOCA + 8000 RUUD. TOP4, TOP5 & TOP6 from Varnert & Duprian: 2x Late NS Box + 3x TOCA + 6800 RUUD. TOP7, TOP8, TOP9 & TOP10 from Varnert & Duprian: 1x Late NS Box + 1x Mid NS Box + 2x TOCA + 5600 RUUD. TOP11~TOP20 from Varnert & Duprian: 2x Mid NS Box + 2x TOCA + 4400 RUUD. TOP21~50 from Varnert & Duprian: 1x Mid NS Box + 2x TOCA + 3800 RUUD. [UPDATED] Gens Rewards Handicap intervals: If Difference <= 6% (interval of 50-53% players for one gens or another): 50 Rewards - 50 Rewards (both families getting the same amount of rewards). If the Difference is > 6% and the Difference <= 12% (interval of 54-56% players for one family or another): 46 Rewards for higher population Family - 54 Rewards for the lower population Family. If the difference is > 12% and the Difference <= 18% (interval of 57-59% players for one family or another): 42 Rewards for higher population Family - 58 Rewards for the lower population Family. If the Difference is > 18% and the Difference <= 24% (interval of 60-62% players for one family or another): 38 Rewards for higher population Family - 62 Rewards for the lower population Family. If the Difference is > 24% and the Difference <= 30% (interval of 63-65% players for one family or another): 34 Rewards for higher population Family - 66 Rewards for the lower population Family. If Difference > 30% (66%+ players for one family or another): 30 Rewards for higher population Family - 70 Rewards for the lower population Family. [ADDED] Mercenary Squad Bounty rewards: Mercenary Bounty Initiate (available when having < 2500 Points): Reward: 2x Gemstone + 5x Antidotes + 90% chance for 3x Bless/3x Soul/2x Chaos/2x Creation - 10% chance for 1x TOCA/1x ETOCA/1x ETOL. Mercenary Bounty Advanced (available when having >= 2500 Points): Reward: 3x Gemstone + 8x Antidotes + 75% chance for 3x Chaos/3x Creation/2x Lapidary Stone - 15% chance for 1x TOCA/1x ETOCA/1x ETOL - 10% chance for 1x Spider Artifact Fragment. [UPDATED] Mercenary Squad Quest extra reward progression: You gain 0 Mercenary Bounties as an extra reward when you have < 500 Points. You gain 1 Mercenary Bounty as an extra reward when you have between 500 and 1499 Points. You gain 2 Mercenary Bounties as an extra reward when you have between 1500 and 2999 Points. You gain 3 Mercenary Bounties as an extra reward when you have between 3000 and 4499 Points. You gain 4 Mercenary Bounties as an extra reward when you have over 4500 Points. You gain +1 Mercenary Bounty for every extra 2500 Points after 4500 (at 7000,9500, etc.). [UPDATED] Mercenary Bounties obtained from quests are now sent into Gremory Case (K). Note: The Bounties from Challenges are still dropping on the ground from the victim, for the "nice effect". [UPDATED] Now when a Challenge is happening during a Mercenary Quest, both players involved will get an Complex SD Potion that can be used at the start of the Challenge (first 5 seconds) to regain 100% SD. Note: The potion is automatically deleted 5 seconds after the Challenge start, so use it fast! [UPDATED] Now during a Mercenary Challenge, both characters involved will be PK in order to PvP without pressing CTRL. [UPDATED] Now when a Mercenary Challenge is over (either finished or cancelled), the character that remains in the Colloseum will be auto-moved after 30 seconds. [UPDATED] You can now start Mercenary Quests anytime outside of Crywolf Fortress, World Bosses, Arena Tournament, Castle Siege & Arca War Event Times. Elemental System Rework: [UPDATED] Removed Elemental PvP Attack Rate & Elemental PvP Defense Rate as part of the system (all classes have the same, standard PvP ASR/DSR that can't be increased/decreased, more info below). [UPDATED] Elemental DMG in PvM is now 300%. [UPDATED] Elemental DMG in PvP is now 15%. Note: While the normal PvP damage may have different rates based on type of fights (Gens, Duel, CC, etc.), the Elemental PvP DMG rate is the same in all places outside of CS & Arca War. [UPDATED] Characters Elemental Defense formula: Now all characters have the same Elemental Defense formula: AGI/20. [UPDATED] Characters Elemental Damage formula: SM: Min DMG: ENE/20 - Max DMG: ENE/15 BK: Min DMG: STR/20 - Max DMG: STR/15 ELF: Min DMG: (STR/20 + AGI/22) - Max DMG: (STR/15 + AGI/16) MG: Min DMG: (STR/20 + ENE/20) - Max DMG: (STR/15 + ENE/15) DL: Min DMG: (STR/20 + ENE/22) - Max DMG: (STR/15 + ENE/16) SUM: Min DMG: ENE/20 - Max DMG: ENE/15 RF: Min DMG: (STR/20 + VIT/22) - Max DMG: (STR/15 + VIT/16) GL: Min DMG: (STR/20 + AGI/22) - Max DMG: (STR/15 + AGI/16) RW: Min DMG: ENE/20 - Max DMG: ENE/15 SL: Min DMG: (STR/20 + AGI/22) - Max DMG: (STR/15 + AGI/16) GC: Min DMG: ENE/20 - Max DMG: ENE/15 KM: Min DMG: ENE/20 - Max DMG: ENE/15 LEM: Min DMG: ENE/20 - Max DMG: ENE/15 IK: Min DMG: (STR/20 + AGI/22) - Max DMG: (STR/15 + AGI/16) [UPDATED] Elemental Powder: Can be obtained by dismantling Errtels. 1x Errtel = 1x Elemental Powder. Can't be traded, dropped, vaulted or sold in store, it can only be sold to NPCs. If you reach 50x Elemental Powder, it transforms into 1x Elemental Capsule, as long as you have space for it. Elemental Capsule can drop: 50% chance 2x Errtel of Radiance. 50% chance for 1x random Fragment of Radiance Slot. [UPDATED] Removed Trade Limit from Pentagrams. [UPDATED] Pentagrams: Tier 1: Removed Lorencia Knight Iron Shield Pentagram. Hero Elixir (DEF Pentagram): Now has its own Pentagram option - Increase the Pentagram's DMG and DEF +15%. Option is unlocked by having Errtel of Anger Rank 1+ Level 6+ equipped. Adjusted Extra Elemental DMG & DEF vs its specific element. Gladiator Dagger (DMG Pentagram) Now has its own Pentagram option - Increase Critical Elemental DMG Rate +10%. Option is unlocked by having Errtel of Blessing Rank 1+ Level 6+ equipped. Adjusted Extra Elemental DMG & DEF vs its specific element. Tier 2: Removed Iron Shield of the Magic & Thoughtful Sage Jewel Pentagrams. Brave Hero Elixir (DEF Pentagram): Changed Pentagram option to a new one - Increase the Pentagram's DMG and DEF +25%. Option is now unlocked by having Errtel of Anger Rank 2+ Level 3+ & Errtel of Blessing Rank 1+ Level 7+ equipped. Buffed Elemental DMG & Elemental DEF base stats with +25% compared to Tier 1 Hero Elixir Pentagram. Adjusted Extra Elemental DMG & DEF vs its specific element. Merciless Gladiator Dagger (DMG Pentagram): Changed Pentagram option to a new one - Increase Critical Elemental DMG Rate +16%. Option is now unlocked by having Errtel of Anger Rank 1+ Level 7+ & Errtel of Blessing Rank 2+ Level 3+ equipped. Buffed Elemental DMG & Elemental DEF base stats with +25% compared to Tier 1 Gladiator Dagger Pentagram. Adjusted Extra Elemental DMG & DEF vs its specific element. Tier 3: There's now only 4 Tier 3 Pentagrams instead of 10 (2 are DEF Pentagrams and are upgraded to Tier 4 DEF Pentagram and 2 are DMG Pentagrams and are upgraded to Tier 4 DMG Pentagrams). Lemuria Orb (DEF Pentagram): Adjusted the Elemental DMG & Elemental DEF base stats to be +50% stronger compared to Tier 2 Brave Hero Elixir Pentagram. Adjusted Extra Elemental DMG & DEF vs its specific element. Reworked options & requirements: Option 1: Increase Critical Elemental DMG Rate +15%, requires Errtel of Anger Rank 2+ Level 4+, Errtel of Blessing Rank 2+ Level 3+ & Errtel of Divinity Rank 1+ Level 5+ equipped. Option 2: Increase the Pentagram's DMG and DEF +25%, requires Errtel of Anger Rank 3+ Level 3+, Errtel of Blessing Rank 2+ Level 5+ & Errtel of Divinity Rank 2+ Level 4+ equipped. Runedil Goldentune Harp (DEF Pentagram): Adjusted the Elemental DMG & Elemental DEF base stats to be +50% stronger compared to Tier 2 Brave Hero Elixir Pentagram. Adjusted Extra Elemental DMG & DEF vs its specific element. Reworked options & requirements: Option 1: Increase Elemental Defense +85, requires Errtel of Anger Rank 2+ Level 5+, Errtel of Blessing Rank 2+ Level 2+ & Errtel of Divinity Rank 1+ Level 5+ equipped. Option 2: Increase Critical Elemental DMG Rate +25%, requires Errtel of Anger Rank 2+ Level 5+, Errtel of Blessing Rank 3+ Level 5+ & Errtel of Divinity Rank 2+ Level 3+ equipped. Antonia Sword (DMG Pentagram): Adjusted the Elemental DMG & Elemental DEF base stats to be +50% stronger compared to Tier 2 Merciless Gladiator Dagger Pentagram. Adjusted Extra Elemental DMG & DEF vs its specific element. Reworked options & requirements: Option 1: Increase Critical Elemental DMG Rate +15%, requires Errtel of Anger Rank 2+ Level 4+, Errtel of Blessing Rank 2+ Level 3+ & Errtel of Divinity Rank 1+ Level 5+ equipped. Option 2: Increase Critical Elemental DMG Rate +25%, requires Errtel of Anger Rank 2+ Level 5+, Errtel of Blessing Rank 3+ Level 5+ & Errtel of Divinity Rank 2+ Level 3+ equipped. Arca Prophecy (DMG Pentagram): Adjusted the Elemental DMG & Elemental DEF base stats to be +50% stronger compared to Tier 2 Merciless Gladiator Dagger Pentagram. Adjusted Extra Elemental DMG & DEF vs its specific element. Reworked options & requirements: Option 1: Increase Elemental Damage +130, requires Errtel of Anger Rank 2+ Level 2+, Errtel of Blessing Rank 2+ Level 5+ & Errtel of Divinity Rank 1+ Level 5+ equipped. Option 2: Increase Critical Elemental DMG Rate +25%, requires Errtel of Anger Rank 2+ Level 5+, Errtel of Blessing Rank 3+ Level 5+ & Errtel of Divinity Rank 2+ Level 3+ equipped. Tier 4 (Mastery): Brilliant Orb [I] (DEF Pentagram): Adjusted the Elemental DMG & Elemental DEF base stats to be +30% stronger compared to Tier 3 Lemuria Orb/Runedil Goldentune Harp Pentagrams. Adjusted Extra Elemental DMG & DEF vs its specific element. Reworked options & requirements: Option 1: Increase Elemental Defense +85, requires Rare Errtel of Anger Level 5+, Rare Errtel of Blessing Level 2+ & Common Errtel of Divinity Level 5+ equipped. Option 2: Increase the Pentagram's DMG and DEF +25%, requires Unique Errtel of Anger Level 3+, Rare Errtel of Blessing Level 5+ & Rare Errtel of Divinity Level 4+ equipped. Option 3: Increase Critical Elemental DMG Rate +25%, requires Rare Errtel of Anger Level 5+, Unique Errtel of Blessing Level 5+ & Rare Errtel of Divinity Level 3+ equipped. Antonia Sword [I] (DMG Pentagram): Adjusted the Elemental DMG & Elemental DEF base stats to be +30% stronger compared to Tier 3 Antonia Sword/Arca Prophecy Pentagrams. Adjusted Extra Elemental DMG & DEF vs its specific element. Reworked options & requirements: Option 1: Increase Elemental Damage +130, requires Rare Errtel of Anger Level 2+, Rare Errtel of Blessing Level 5+ & Common Errtel of Divinity Level 5+ equipped. Option 2: Increase Critical Elemental DMG Rate +15%, requires Rare Errtel of Anger Level 4+, Rare Errtel of Blessing Level 3+ & Common Errtel of Divinity Level 5+ equipped. Option 3: Increase Critical Elemental DMG Rate +25%, requires Rare Errtel of Anger Level 5+, Unique Errtel of Blessing Level 5+ & Rare Errtel of Divinity Level 3+ equipped. [UPDATED] Reworked Errtels & Mastery Errtels options & values: Errtel of Anger: Rank 1: Elemental Damage +x values changed based on level from: 30/33/38/45/54/65/78/93/113/138/168 to: 30/35/45/60/80/120/150/175/195/210/225. New Mastery Errtel values (level 0-10): 225/228/234/243/255/270/288/309/333/360/390 Rank 2: Elemental Damage vs Element +x values changed based on level from: 226/242/258/274/290/306/337/368/399/430/461 to: 100/110/130/160/200/270/320/360/390/410/430 New Mastery Errtel values (level 0-10): 430/435/445/460/480/505/535/570/610/655/705 Rank 3: Removed Elemental Damage (PvP) option. Elemental Damage (PvM) +x values changed based on level from: 30/35/43/54/66/80/97/117/142/172/207 to: 20/24/32/44/60/80/104/132/164/200/240 New Mastery Errtel values (level 0-10): 240/243/249/258/270/285/303/324/348/375/405 Errtel of Blessing: Rank 1: Elemental Defense +x values changed based on level from: 10/13/17/22/28/35/43/52/62/73/85 to: 10/15/23/34/48/70/87/101/112/120/128 New Mastery Errtel values (level 0-10): 128/130/134/140/148/158/170/184/200/218/238 Rank 2: Elemental Defense vs Element +x values changed based on level from: 90/106/122/138/154/170/201/232/263/294/325 to: 35/38/44/53/65/89/104/116/125/131/137 New Mastery Errtel values (level 0-10): 137/138/140/143/147/152/158/165/173/182/192 Rank 3: Removed Elemental Defense (PvP) option. Elemental Defense (PvM) +x values changed based on level from: 10/13/17/22/28/35/43/52/62/73/85 to: 50/53/59/68/80/95/113/134/158/185/215 New Mastery Errtel values (level 0-10): 215/216/218/221/225/230/236/243/251/260/270 Errtel of Integrity: Rank 1: Replaced Elemental Attack Rate option with Elemental Attack Rate (PvM) option. Values changed based on level from: 290/348/406/464/522/580/697/814/931/1048/1165 to: 400/450/550/700/900/1300/1550/1750/1900/2000/2100 New Mastery Errtel values (level 0-10): 2100/2130/2190/2280/2400/2550/2730/2940/3180/3450/3750 Rank 2: Elemental Damage vs Element +x values changed based on level from: 226/242/258/274/290/306/337/368/399/430/461 to: 150/162/186/222/270/350/410/458/494/518/542 New Mastery Errtel values (level 0-10): 542/550/566/590/622/662/710/766/830/902/982 Rank 3: Removed Elemental Damage (PvP) option. Replaced Elemental Damage (PvM) option with Elemental Attack Rate (PvM) option. Values for Elemental Attack Rate (PvM) +x option based on level: 800/950/1250/1700/2300/3050/3950/5000/6200/7550/9050. New Mastery Errtel values (level 0-10): 9050/9180/9440/9830/10350/11000/11780/12690/13730/14900/16200 Errtel of Divinity: Rank 1: Replaced Elemental Defense Rate option with Elemental Attack Rate (PvM) option. Values for Elemental Attack Rate (PvM) +x option based on level: 600/700/900/1200/1600/2400/2900/3300/3600/3800/4000. New Mastery Errtel values (level 0-10): 4000/4055/4165/4330/4550/4825/5155/5540/5980/6475/7025 Rank 2: Replaced Elemental Defense vs Element +x option with Elemental Damage +x option. Values for Elemental Damage +x option based on level: 50/58/74/98/130/184/224/256/280/296/312. New Mastery Errtel values (level 0-10): 312/316/324/336/352/372/396/424/456/492/532 Rank 3: Removed Elemental Defense (PvP) option. Replaced Elemental Defense (PvM) option with Elemental Defense option. Values changed based on level from: 10/13/17/22/28/35/43/52/62/73/85 to: 150/156/168/186/210/240/276/318/364/418/478 New Mastery Errtel values (level 0-10): 478/481/487/496/508/523/541/562/586/613/643 [UPDATED] Reworked Errtel of Radiance options: Rank 1: Removed Elemental Defense Rate +x option. Current options: Elemental Damage [I], starts higher but with lower increments on higher levels. Values based on level: 50/52/55/59/64/70/77/85/94/104/115 Elemental Damage [II], starts lower but with higher increments on higher levels. Values based on level: 15/20/27/36/47/60/75/92/111/132/155 Elemental Damage vs Element Values based on level: 120/130/142/156/172/190/210/232/256/282/310 Elemental Defense vs Element Values based on level: 15/16/18/21/25/30/36/43/51/60/70 Elemental Attack Rate (PvM) Values based on level: 300/320/360/420/500/600/720/860/1020/1200/1400 Rank 2: Removed Absorb Shield & Absorb Life options. Reworked Bastion option (the only option on Rank 2): There's now a 30% chance to trigger when you are taking damage while having under 20% SD. There's now a 180 seconds internal cooldown between triggers. The internal cooldown (in seconds) can now be reduced by leveling up your Rank 2 of the Errtel as follows: 5/8/12/17/23/30/38/47/57/68/80. The duration of Bastion is now 5 seconds. Bastion now have a new effect: Fully protects the character from all types of damage for its duration. Rank 3: Removed Punish & Bleeding options. Tweaked Paralyzing option: 15% chance to slow the target and reduce its Healing received by 90% for 4s - Cooldown (120s) reduced based on each level (in seconds) as follows: 5/6/8/11/15/20/26/33/41/50/60. Tweaked Binding option: 15% chance to Immobilize the target for 6s - Cooldown (120s) reduced based on each level (in seconds) as follows: 5/6/8/11/15/20/26/33/41/50/60. Tweaked Blinding option: 25% chance to reduce the target's Attack Rate (PvM & PvP) by x% (based on each level) for 5s (Cooldown 45s), as follows: 10/25/40/50/60/70/75/80/85/90/95 [UPDATED] Mastery Errtel Set Options: Passionate: 2 Set Options Effect: Increase Elemental Damage +50. 4 Set Options Effect: Increase Elemental Damage +50 & Increase Elemental Damage + 120. Fighting Spirit: 2 Set Options Effect: Increase Elemental Damage +50. 4 Set Options Effect: Increase Elemental Damage +50 & Increase Elemental Damage + 120. [UPDATED] Mastery Pentagram Elemental (Attribute) Options: Elemental Damage vs Element values (level 0-10): 5/9/15/20/26/32/39/45/51/58/65 Elemental Defense vs Element values (level 0-10): 5/8/12/16/20/24/29/33/37/42/47 [UPDATED] Elemental Attack Rate & Defense Rate mechanics: Characters Elemental Defense Rate (both PvM & PvP) formula is now PlayerLevel/2 - for all characters the same. Characters Elemental Attack Rate (both PvM & PvP) formula is now PlayerLevel*3 - for all characters the same. All monsters now have 5000 Elemental Attack Rate. You are only able to raise your Elemental Attack Rate (PvM), the rest of them will always remain the same. How does Elemental Attack Rate & Defense Rate work: If attacker Elemental ASR < target Elemental DSR -> all hits misses. If attacker Elemental ASR > target Elemental DSR -> each hit is a roll (from 1 up to maximum Elemental ASR), if the rolled number is <= target Elemental DSR, then it misses, else it succeeds. Which means the bigger the attacker Elemental ASR is compared to the target Elemental DSR, the less overall hit misses (but never 100% no misses). In PvP, only Elemental Attack Rate (PvP) & Elemental Defense Rate (PvP) matters. Basically, in PvP there's a standard ~16% miss rate when attacking characters with similar level, which differs only based on characters levels (and nothing else). In PvM, only Elemental Attack Rate (PvM) & Elemental Defense Rate (PvM) matters, and there are few differences compared to PvP: The chance for mobs to miss you is basically ((YourLevel/2 - your Elemental DSR)/5000 - which is the standard mob ELE ASR). So based on level 350~1500 you have between 3.5% and 15% for mobs to miss their attacks on you, the higher your level the higher the miss chance. In terms of Elemental Attack Rate, this is something that you must upgrade via Errtels. All monsters up until Ferea have 250 Elemental Defense Rate. Maps starting with Ferea starts to have a progressive Elemental Defense Rate, which means you'll need Errtel of Integrity (and upgrades on it) to reduce the misses, as follows: Ferea: 500 Elemental DSR. Nars: 600 Elemental DSR. Old Kethohum: 700 Elemental DSR. Nixies Lake: 800 Elemental DSR. Deep Duungeon (1-5): 900 Elemental DSR. Swamp of Dark: 1000 Elemental DSR. Mobs starting from Cubera Mine have even more Elemental DSR: Cubera Mine: 1500 Elemental DSR. Atlans Abyss 1: 1650 Elemental DSR. Atlans Abyss 2: 1800 Elemental DSR. Atlans Abyss 3: 1950 Elemental DSR. Scorched Canyon: 2100 Elemental DSR. Crimson Icarus: 2250 Elemental DSR. Arnil Temple: 2400 Elemental DSR. Mobs starting from Gray Aida requires even more Elemental DSR: Gray Aida: 3200 Elemental DSR. Burning Kethothum: 3400 Elemental DSR. Kanturu Depths: 3600 Elemental DSR. Ignis Volcano: 3800 Elemental DSR. Bloody Tarkan: 4000 Elemental DSR. Note: You can get 400~2100 (based on errtel level) Elemental Attack Rate (PvM) from Rank 1 Errtel of Integrity option. You can get 300~1400 (based on errtel level) Elemental Attack Rate (PvM) from Rank 1 Errtel of Radiance option. You can get 600~4000 (based on errtel level) Elemental Attack Rate (PvM) from Rank 1 Errtel of Divinity option. You can get 800~9050 (based on errtel level) Elemental Attack Rate (PvM) from Rank 3 Errtel of Integrity option. Explanation of the Elemental system and what we want to achieve with it: We want the Elemental system to be highly relevant for PvM, while remaining a small boost in PvP outside of the Radiance skills. Most of your ELE dmg & ELE def will come from Pentagram & Errtels. Elemental Damage will highly affect your PvM damage with a big focus on vs Element damage. Elemental Defense will be highly required in the PvM progression in order to reduce HP potions consumption and even progress into higher maps. Elemental Attack Rate will be mandatory to be upgraded from Errtels because monsters starting from Ferea will have a progressive increase in their Defense Rate, so not having enough Attack Rate means you will miss a lot of your attacks. Bosses will require high amount of Elemental DEF & Attack Rate. Elemental Defense Rate (both PvP & PvM) as well as Elemental Attack Rate (PvP) remain static stats that can't be increased outside from character level. IMPORTANT! Elemental Defense & Elemental Damage of all monsters will be tweaked accordingly at the end of Characters balance.
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Release date: 10.07.2024 at 00:10 Note: You will need to download the new Client (OBT v.6.0). Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] Corrected & improved most messages related to Crywolf Fortress. [UPDATED] Extended the coordinates range for Shared Pool of Balgass from 8x8 to 14x14. [UPDATED] Socket Necklaces can now come with ADD between +0 and +3 (instead of always +0). [UPDATED] Slightly reduced the Silver Key & Gold Key drop rates. [UPDATED] There's now a global message when someone is opening a Golden Chest or is mining a Gold Node. [UPDATED] Reworked Treasure Hunt: Removed Elbeland, Noria, Aida & Raklion as part of possible locations. Current maps: Lorencia, Devias, Lost Tower, Kanturu, Karutan2. There's no longer a global refresh of chests that happens every 4 hours. Instead, chests are spawned 24/7 as follows: Initially there are 11 Chests that are randomly spawned across all the available maps. The rule is that no map can have more than 3 chests active at any given point. When a player opens a Chest, that Chest will enter a random cooldown between 10 and 40 minutes. After the cooldown is over, that Chest will be respawned in a new random map and location, that respects the maximum 3 chests in the same map rule. From the 11 initially spawned Chests, 2 are Golden Chests, randomly spawned in any of the maps. If a Chest stays more than 3 hours active without being found, it will auto-respawn in another place. Example of how it works now: Assuming the initial situation of Lorencia having 2x Chests, Devias 1x Chest, Lost Tower 3x Chests, Kanturu 2x Chests, Karutan2 3x Chests. Player X opens a Chest from Devias, so at that point Devias has 0 Chests left and the opened one has entered the cooldown of 10~40 minutes. After 10~40 minutes, that Chest that was initially in Devias has respawned in Kanturu, and now Kanturu has 3x active Chests and Devias has 0 active Chests. [UPDATED] Reworked Mining System: Removed Atlans, Tarkan, Aida, Karutan 1, Kanturu 3, Kanturu Relics & Vulcanus as part of possible locations. Current maps (safe-zones): Lorencia, Devias, Noria, Elbeland, Lost Tower, Kanturu 1, Acheron, Raklion, Swamp of Peace. There's no longer a global refresh of mining Nodes that happens every 4 hours. Instead, mining Nodes are spawned 24/7 as follows: Initially there are 13 Nodes that are randomly spawned across all the available maps. The rule is that no map can have more than 2 Nodes active at any given point. When a player mines a Node, that Node will enter a random cooldown between 10 and 40 minutes. After the cooldown is over, that Node will be respawned in a new random map and location, that respects the maximum 2 Nodes in the same map rule. From the 13 initially spawned Nodes, 4 are Purple Nodes and 2 are Gold Nodes, randomly spawned in any of the maps. If a Node stays more than 3 hours active without being mined, it will auto-respawn in another place. Example of how it works now: Assuming the initial situation of Lorencia having 1x Node, Devias 2x Nodes, Noria 1x Node, Elbeland 1x Node, Lost Tower 2x Nodes, Kanturu 0x Nodes, Acheron 2x Nodes, Raklion 2x Nodes, Swamp 2x Nodes. Player X mines a Node from Noria, so at that point Noria has 0 Nodes left and the mined one has entered the cooldown of 10~40 minutes. After 10~40 minutes, that Node that was initially in Noria has respawned in Kanturu, and now Kanturu has 1x active Node and Noria has 0 active Nodes. [UPDATED] Reworked Lucky Hunt: As previously stated, it is now released as part of Stage 2 content (lvl 800+), instead of Stage 1 content (lvl 500+). There are now 5 Fortune Pouches spawning in Crywolf instead of 10. They now have a respawn time of 3~7 minutes instead of 8~15 minutes. There's now 1 special Fortune Goblin that's spawning, with a respawn time of 25~75 minutes. Fortune Pouch reward: 50% chance for 1x Bless / 1x Soul / 1x Life / 1x Chaos / 1x Creation / 1x Gemstone / 1x Mithril + 50% chance for 1x Credit + 5~20 RUUD + 0.5% chance for 1x Early NS Box Fortune Goblin reward: 4x Bless / 4x Soul / 4x Chaos / 4x Creation / 4x Gemstone / 1x TOCA / 1x ETOL + 3x Credits + 50~100 RUUD + 5% chance for 1x Early NS Box. [UPDATED] Created monsters from Test Server no longer auto-despawns every 15 minutes. Instead, each individual monster auto-despawns after 10 minutes from its creation time. [UPDATED] Created monsters from Test Server no longer auto-respawns after being killed. One spawn = one kill. [UPDATED] The [BOSSES] system will now also announce the next spawn time after a boss has been killed. [UPDATED] The [BOSSES] spawn announcement for Kundun now happens when its Illusionism mechanic is triggered (rather than when the boss is actually summoned after Illusionism is handled). [UPDATED] The [BOSSES] spawn announcement for Nightmare now happens when the Kanturu Refinery fight is ready to start (rather than when Nightmare is spawned inside the Refinery). [UPDATED] The [BOSSES] spawn announcement for Selupan now happens when the Eggs respawns and the Hatchery is opened (rather than when the boss actually appears after the Eggs are destroyed). [UPDATED] The [BOSSES] spawn announcement for Lord of Ferea now happens when the Crystal Orbs resets again after a boss kill (rather than when the boss actually appears after the Crystal is destroyed). [UPDATED] The [BOSSES] spawn announcement for God of Darkness now happens when his Monsters respawns after a boss kill (rather than every time they respawn after a "wipe"). [UPDATED] Some bosses respawn time: Lord Silvester & Core Magriffy now respawns 7 hours after they are killed (instead of 8 hours). Selupan now respawns 11 hours after its last apparition (instead of 12 hours). Nightmare now respawns 7 hours after it is killed (instead of 8 hours). Note: We made these spawn changes so that, by rotation, the bosses will match most hours from a day. [UPDATED] The following bosses/mini-bosses now have the global message seen on all sub-servers on their kill: Golden Budge Dragons Golden Derkons GGDs White Wizards Royal Dragons Death King Cursed Dragon Nightmare Bloody Witch Queen Medusa Selupan Nix The following bosses only have global message on their own sub-server in order to keep the "most dmg" player on them (no technical possibility to have "MOST DMG" as global message on all sub-servers), which is more important for the participants on that sub-server: Kundun Lord Silvester Core Magriffy Lord of Ferea God of Darkness [ADDED] [WEBSITE] The missing icons for the new items. [UPDATED] [WEBSITE] Earrings options to match the latest rework. [ADDED] [WEBSITE] Stack images (for 2~50 quantity) for the following items: TOCAs, Silver Keys, Gold Keys, Nixie Spirit Fragments, Cracked Armor Fragments, Wings Relics (Level 1~4). [ADDED] [WEBSITE] Guardian options & elite resistance options for the guardian items. [UPDATED] [WEBSITE] Artifact items to be correctly displayed as well as having our current, custom options. [ADDED] [WEBSITE] Artifact System as part of the Character Information - Equipment. You can click the Artifact icon to open the Artifact Information for that Character. [ADDED] [WEBSITE] MUUNs equipped as part of the Character Information - Equipment. Note: The old "pet" slot was removed, since most mounts are now normal, clickable items, instead of equipped items. [ADDED] [WEBSITE] Full support for: Bonus Mastery Options. Bonus Socket Options. Mastery Options (for mastery shields & weapons especially). Socket Necklaces. Spider Artifact Items. [UPDATED] [WEBSITE] Wings level 1~3 options to correctly match the latest rework as well as fixed some other things showing wrong for them. [ADDED] [WEBSITE] Full support for the Wings Level 4 stats, options & elemental options. [ADDED] [WEBSITE] Full support for all ancient sets (normal & mastery sets) with our updated options and items as well. [ADDED] [WEBSITE] Real time fast & efficient quick search of items from the Market. [ADDED] [WEBSITE] Arca War on side-bar (along with CS) as well as dedicated page on the Event Info button. We will also add some custom rankings once we understand the event deeper. [UPDATED] [WEBSITE] PvM Rankings Tweaked PvM Rankings titles, sub-titles and orders. Splitted Elite Monsters in Tier 1 Elite Monsters and Tier 2 Elite Monsters rankings. Budges, Derkons & GGDs are now sub-rankings as part of the "Goldens" main rankings. "Illusions" is now sub-rankings as part of the "Kundun" main rankings. Added the following rankings: Dragons (Royal Dragons & Baby Dragons). Crywolf (Balgass & Dark Elves). World Bosses (Dark Mammoth, Dark Giant, Dark Iron Knight, Giant Mammoths). Lord Silvester. Core Magriffy. Lord of Ferea. God of Darkness. Nix. The following bosses now gives PvM Points to all participants instead of only to the killer: GGD Death King Cursed Dragon Nightmare Kundun Bloody Witch Queen Note: The newly added bosses (from Silvester up to Nix, as well as Balgass & World Bosses) do also gives PvM Points to all participants. Changed the amount of PvM Points for the following PvM monsters: Dark Elves: 12 PvM Points. GGDs: 12 PvM Points. Tier 2 Elite Monsters: 12 PvM Points. Baby Dragons: PvM 15 Points. Royal Dragons: 20 PvM Points. Nightmare & Kundun: 20 PvM Points. Bloody Witch Queen: 24 PvM Points. Giant Mammoths: 24 PvM Points. Medusa & Selupan: 30 PvM Points. Balgass: 35 PvM Points. Silvester & Magriffy: 40 PvM Points. Dark Mammoth, Dark Giant, Dark Iron Knight: 45 PvM Points. Lord of Ferea & God of Darkness: 50 PvM Points. Nix: 55 PvM Points. The PvM Score is now splitted into Individual Score (killer-only PvM Points), Shared Score (shared/participation PvM Points) and Total Score (the sum of both). [UPDATED] [WEBSITE] The extra info from some of the Rankings has been moved at the front of the rankings, under a clickable toggle which shows/hides it. [UPDATED] [WEBSITE] Now if you have the Account Lock active in-game (logged-in without using /unlock or logged-off), you'll have to introduce the Lock Password when selling items or buying from Market. Note: This was added in order to highly improve your account security on shared accounts, basically reaching a 100% protection of your Items when you're using the Account Lock function. [UPDATED] Account Lock now also prevents chatting (normal, guild, gens, /post, etc.) until the account is unlocked. [UPDATED] Removed the Doppelganger Illusion Knights that are rendered as "bulls" from the event. [FIXED] PvP timer on the Doppelganger PvP round disappearing if you're moved due to not being in the valid PvP zone. [UPDATED] Now if the PvP time runs out in Doppelganger and there was PvP happening during the PvP round, but more than 1 team is "alive", there's now an "auto-winner" set based on the party with the most PvP kills during that PvP round. [ADDED] [WEBSITE] Custom rankings for Doppelganger event: PvM Wins = Killing the Ice Walker and opening the Gold Chest. PvP Wins = Being a survivor of a party that wins the PvP round. PvP Kills = Kills during PvP rounds. Points = Amount of Points based on PvM Wins, PvP Wins, PvP Kills & Monster Kills based on each DG level and its custom points. [ADDED] Doppelganger Points formulas: DG1: PvM Win - 1000 Points, PvP Win = 500 Points, PvP Kill = 300 Points, Monster Kill = 20 Points. DG2: PvM Win - 1200 Points, PvP Win = 600 Points, PvP Kill = 330 Points, Monster Kill = 22 Points. DG3: PvM Win - 1400 Points, PvP Win = 700 Points, PvP Kill = 360 Points, Monster Kill = 24 Points. DG4: PvM Win - 1600 Points, PvP Win = 800 Points, PvP Kill = 390 Points, Monster Kill = 26 Points. DG5: PvM Win - 1800 Points, PvP Win = 900 Points, PvP Kill = 420 Points, Monster Kill = 28 Points. DG6: PvM Win - 2000 Points, PvP Win = 1000 Points, PvP Kill = 450 Points, Monster Kill = 30 Points. DG7: PvM Win - 2200 Points, PvP Win = 1100 Points, PvP Kill = 480 Points, Monster Kill = 32 Points. [UPDATED] Illusion Temple participation reward is now delivered when the event ends (either by time-up or by a team winning earlier), instead of being delivered after 6 minutes from the event start. [UPDATED] Now if you reach 100 seconds of having the IT Artifact in your inventory (without scoring a Point), you'll be teleported to the middle, stunned, and a monster will spawn and kill you so the Artifact is dropped from you. [ADDED] Anti-AFK system on the Illusion Temple event. If it detects an AFK character (without any PvP activity/impact or Artifact holding) for more than 3 minutes, it will auto-disconnect it from the Event and ban it from the event (on character, account & IP) for 4 days. [FIXED] Targeting / clicking on Illusion Temple - an old, persistent problem is now fully fixed. [FIXED] Characters to no longer get stuck if cancelling a personal buff during Illusion Temple (like Strong Belief, Berserker, etc.). [UPDATED] Removed the "Kill Point" system messages from IT monster kills. [UPDATED] Removed items drop from the IT monsters. [ADDED] [WEBSITE] Custom rankings for Illusion Temple event: Ball Time = Amount of seconds while having the Ball on your character. Kills = Amount of kills on IT events. Ball Kills = Amount of kills of Ball holders. Points = Amount of Points based on Ball Time, Kills & Ball Kills based on each IT level and its custom points. [ADDED] Illusion Temple Points formulas: IT1: Ball Time - 5 Points / second, Kill = 100 Points, Ball Kill = 250 Points. IT2: Ball Time - 6 Points / second, Kill = 125 Points, Ball Kill = 312 Points. IT3: Ball Time - 7 Points / second, Kill = 150 Points, Ball Kill = 375 Points. IT4: Ball Time - 8 Points / second, Kill = 175 Points, Ball Kill = 437 Points. IT5: Ball Time - 9 Points / second, Kill = 200 Points, Ball Kill = 500 Points. [UPDATED] Highly reduced the monster levels from maps between Cubera Mine and Bloody Tarkan, in order to be more closer to the monster levels of the previous maps to no longer cause an imbalance in terms of zen gained and PK points gained on kills.
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Release date: 10.06.2024 at 17:30 Note: You will need to download the new Client (OBT v.5.0). Our main goal with all the tweaks and reworks so far is to highly reduce the overall damage that can be reached, while balancing other "non-damage" options to be more viable. Damage is important to be kept in check so that the "older" content doesn't directly become trivial after few upgrades, as well as the gap between bigger and lower players to be less impactful. There's only one more item system left to be reworked, the elemental one. Then we'll start slowly working towards characters tweaks and balances, with 2 bigger reworks being on ML Tree & 4th Tree, with the same goal in mind. We expect 1 or 2 more patches before starting the work on chars tweaks & balance. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] Jewels & Elemental Runes obtained from the custom Shared Drops feature (including the "Bonus") are now automatically stacking (instead of received as separate items with their own inventory slot) in a new, custom way. [FIXED] Party Matching (N) showing different class on the party requests from SM, BK & ELF. [UPDATED] Improved & corrected most texts & interactions with the Party & Guild Matching (N). [UPDATED] Using the game chat filter for "System" will now filter ONLY Exp/zen/pick-ups. The rest of system messages / commands / errors, etc. will continue to show up. [UPDATED] You can now increase/decrease the amount of Divides (of jewels, for example) with the mouse wheel (up = higher number / down = lower number). [FIXED] HP/Mana/SD/AG showing weird characters (like p:, w:) when reaching specific values like 8, 18, etc. [FIXED] PS Guard closing the game after only 2-3 minutes of "reconnect" state. It now waits for at least 30~40 minutes before closing the clients. [FIXED] PS Guard starting the game very slow (taking 35~40 seconds after game being clicked in order to start). It now starts normally (4~8 seconds, based on PC/laptop performances). [FIXED] PS Guard compatibility error between different PS versions servers as well as "shared" instances with other PS Guard servers (in our case, between OS and NS). [FIXED] PS Guard HWID/IP 2 windows (instances) opened limit sometimes closing all clients when trying to open a new instance over the limit, and sometimes the maximum limit error even remaining stuck on screen until manual end-process of PS. [UPDATED] All Wings Damage % and Absorb % have been reworked as follows: Wings Level 1: From: 12% Damage and 12% Absorb at +0 up to 42% Damage and 42% Absorb at +15 (+2% increase per level for both Absorb & Damage). To: 10% Damage and 10% Absorb at +0 up to 25% Damage and 25% Absorb at +15 (+1% increase per level for both Absorb & Damage). Wings Level 2: From: 32% Damage and 25% Absorb at +0 up to 47% Damage and 55% Absorb at +15 (+1% increase per level for Damage / +2% increase per level for Absorb). To: 20% Damage and 20% Absorb at +0 up to 35% Damage and 35% Absorb at +15 (+1% increase per level for both Absorb & Damage). Wings Level 3: From: 39% Damage and 39% Absorb at +0 up to 69% Damage and 69% Absorb at +15 (+2% increase per level for both Absorb & Damage). To: 32% Damage and 32% Absorb at +0 up to 47% Damage and 47% Absorb at +15 (+1% increase per level for both Absorb & Damage). Wings Level 4: From: 55% Damage and 43% Absorb at +0 up to 70% Damage and 73% Absorb at +15 (+1% increase per level for Damage / +2% increase per level for Absorb). To: 37% Damage and 37% Absorb at +0 up to 52% Damage and 52% Absorb at +15 (+1% increase per level for both Absorb & Damage). [UPDATED] Since we can't "show" the "real" new values of Wings on client-side, we're now showing the base, real value (from +0) for each wing level as well as a custom tooltip that shows the standard value of increase (1% per level). [UPDATED] All classes now have the same values of Absorb % and Damage % gained from Wings. [UPDATED] Dark Horse Absorb % Damage is now a static 5%, no longer increased by the Horse level. [UPDATED] Tweaked Wings base Defense as follows: All Small Wings now have a base of 10 DEF. All Wings Level 1 now have a base of 15 DEF at +0. All Wings Level 2 now have a base of 50 DEF at +0. Exception: Cape of Lord which has a base of 15 DEF at +0. All Wings Level 3 now have a base of 100 DEF at +0. [UPDATED] Tweaked Wings Level 4 bonus static Damage as follows: From: Starting with +100 at +0 and going to +404 at +15. To: Starting with +45 at +0 and going to +133 at +15. [UPDATED] Tweaked Wings Level 4 bonus static Defense as follows: From: Starting with +140 at +0 and going to +1011 at +15. To: Starting with +80 at +0 and going to +407 at +15. There's also a bonus static Defense gained between level +11 and +15 that was tweaked as follows: From: Adding extra +13 DEF at +11 and going to extra +373 DEF at +15. To: Adding extra +17 DEF at +11 and going to extra +192 DEF at +15. [UPDATED] Wings Level 2 can now come ONLY with the following options: Increase Ignore Defense Rate +3%. Increase Health +55~125 (+0~+15). [UPDATED] Wings Level 3 can now come ONLY with the following options: Increase Ignore Defense Rate +5%. Increase Chance of Full Damage Reflect +5%. [UPDATED] Wings Level 4 can now come ONLY with the following options: Increase Chance of Full Damage Reflect between +5% and +8% (randomly). Increase Ignore Defense Rate between +5% and +8% (randomly). Increase Excellent Damage Rate between +6% and +12% (randomly). Increase Double Damage Rate between +2% and +5% (randomly). [UPDATED] Wings Level 4 Elemental Options are now only Elemental DEF & Elemental DMG, both are guaranteed to come when adding the Elemental option. [UPDATED] Tweaked Wings Level 4 Elemental options as follows: Elemental DEF: From: Starting with +25 at +0 and going up to +193 at +15. To: Starting with +47 at +0 and going up to +272 at +15. Elemental DMG: From: Starting with +20 at +0 and going up to +170 at +15. To: Starting with +35 at +0 and going up to +230 at +15. [UPDATED] Earrings now have a 65% chance to come with 2 options and 35% chance to come with 3 options, and all options have an equal chance to be generated (20% for each of the 5 possible options). [UPDATED] Reworked Earrings options as follows: Tier 1 Left Earrings (Wrath): Increase Critical DMG is now replaced with Increase Mastery Critical DMG. Increase Excellent DMG is now replaced with Increase Mastery Excellent DMG. Increase Attack Power / Magical DMG is now replaced with Increase Mastery Attack Power / Magical DMG. Note: Difference between their normal version and the mastery version is that the Mastery options are also increased from level +0 up to level +15, compared to static values no matter the level. Current options: Increase Skill DMG +12 (instead of +17). Increase Mastery Critical DMG +20 at +0 up to +50 at +15 (instead of static +35). Increase Mastery Excellent DMG +20 at +0 up to +50 at +15 (instead of static +35). Increase Health +250 (instead of +200). Increase Mastery Attack Power / Magical DMG +10 at +0 up to +25 at +15 (instead of static +20). Tier 1 Right Earrings (Wrath): Current options: Increase Attack Speed +4 (instead of +7). Increase Critical DMG Rate +4%. Increase Excellent DMG Rate +3% (instead of +4%). Increase Mana +250 (instead of +200). Increase AG Recovery Rate +6 (instead of +10). Tier 1 Earrings (Wrath) Bonus Set Options: Increase Ignore Defense Rate +3% (instead of +1%). Increase All Stats +8 (instead of +4). Tier 2 Left Earrings (Forefathers): Current options: Increase Skill DMG +15 (instead of +19). Increase Mastery Critical DMG +45 at +0 (from +65 at +0) up to +75 at +15 (from +140 at +15). Increase Mastery Excellent DMG +45 at +0 (from +65 at +0) up to +75 at +15 (from +140 at +15). Increase Health +500 (instead of +400). Increase Mastery Attack Power / Magical DMG +20 at +0 (from +38 at +0) up to +35 at +15 (from +80 at +15). Tier 2 Right Earrings (Forefathers): Current options: Increase Attack Speed +5 (instead of +7). Increase Critical DMG Rate +5%. Increase Excellent DMG Rate +4% (instead of +5%). Increase Mana +500 (instead of +400). Increase AG Recovery Rate +9 (instead of +10). Tier 2 Earrings (Forefathers) Bonus Set Options: Increase Ignore Defense Rate +4% (instead of +2%). Increase All Stats +10 (instead of +5). Tier 3 Left Earrings (Glory): Current options: Increase Skill DMG +18 (instead of +21). Increase Mastery Critical DMG +75 at +0 (from +95 at +0) up to +105 at +15 (from +170 at +15). Increase Mastery Excellent DMG +75 at +0 (from +95 at +0) up to +105 at +15 (from +170 at +15). Increase Health +750 (instead of +600). Increase Mastery Attack Power / Magical DMG +35 at +0 (from +56 at +0) up to +50 at +15 (from +98 at +15). Tier 3 Right Earrings (Glory): Current options: Increase Attack Speed +6 (instead of +7). Increase Critical DMG Rate +6%. Increase Excellent DMG Rate +5% (instead of +6%). Increase Mana +750 (instead of +600). Increase AG Recovery Rate +12 (instead of +10). Tier 3 Earrings (Glory) Bonus Set Options: Increase Ignore Defense Rate +5% (instead of +3%). Increase All Stats +12 (instead of +6). Tier 4 Left Earrings (Blood): Current options: Increase Skill DMG +20 (instead of +23). Increase Mastery Critical DMG +110 at +0 (from +125 at +0) up to +140 at +15 (from +200 at +15). Increase Mastery Excellent DMG +110 at +0 (from +125 at +0) up to +140 at +15 (from +200 at +15). Increase Health +1000 (instead of +800). Increase Mastery Attack Power / Magical DMG +55 at +0 (from +74 at +0) up to +70 at +15 (from +116 at +15). Tier 4 Right Earrings (Blood): Current options: Increase Attack Speed +7. Increase Critical DMG Rate +7%. Increase Excellent DMG Rate +6% (instead of +7%). Increase Mana +1000 (instead of +800). Increase AG Recovery Rate +15 (instead of +10). Tier 4 Earrings (Blood) Bonus Set Options: Increase Ignore Defense Rate +5% (instead of +4%). Increase All Stats +12 (instead of +7). Replaced "Increase Mastery Damage" option with "Increase Damage" option, and the value is 35. Tier 5 Left Earrings (Deception): Current options: Increase Skill DMG +21 (instead of +25). Increase Mastery Critical DMG +130 at +0 (from +155 at +0) up to +175 at +15 (from +230 at +15). Increase Mastery Excellent DMG +130 at +0 (from +155 at +0) up to +175 at +15 (from +230 at +15). Increase Health +1150 (instead of +1000). Increase Mastery Attack Power / Magical DMG +65 at +0 (from +92 at +0) up to +95 at +15 (from +133 at +15). Tier 5 Right Earrings (Deception): Current options: Increase Attack Speed +7. Increase Critical DMG Rate +7% (instead of +8%). Increase Excellent DMG Rate +6% (instead of +8%). Increase Mana +1150 (instead of +1000). Increase AG Recovery Rate +16 (instead of +10). Tier 5 Earrings (Deception) Bonus Set Options: Increase Ignore Defense Rate +6% (instead of +5%). Increase All Stats +15 (instead of +8). Replaced "Increase Mastery Damage" option with "Increase Damage" option, and the value is 60. Tier 6 Left Earrings (Unity): Current options: Increase Skill DMG +22 (instead of +27). Increase Mastery Critical DMG +155 at +0 (from +185 at +0) up to +200 at +15 (from +260 at +15). Increase Mastery Excellent DMG +155 at +0 (from +185 at +0) up to +200 at +15 (from +260 at +15). Increase Health +1300 (instead of +1000). Increase Mastery Attack Power / Magical DMG +80 at +0 (from +110 at +0) up to +110 at +15 (from +151 at +15). Tier 6 Right Earrings (Unity): Current options: Increase Attack Speed +7. Increase Critical DMG Rate +7% (instead of +9%). Increase Excellent DMG Rate +6% (instead of +9%). Increase Mana +1300 (instead of +1000). Increase AG Recovery Rate +17 (instead of +10). Tier 6 Earrings (Unity) Bonus Set Options: Increase Ignore Defense Rate +7% (instead of +6%). Increase All Stats +18 (instead of +9). Replaced "Increase Mastery Damage" option with "Increase Damage" option, and the value is 85. [UPDATED] Reduced the Critical Damage Rate % added from Luck from +5%/item to +3%/item. [UPDATED] Reduced the Excellent Damage Rate % added from exc. options (weapons/pendants/necklaces) from +10%/item to +7%/item. [UPDATED] Reduced the Attack Speed added from exc. options (weapons/pendants/necklaces) from +7/item to +5/item. [UPDATED] Hyon set now requires Dragon Armor instead of Lighting Sword. [UPDATED] Gywen set is now a Mid-Tier Ancient set (instead of Karis), and now requires 4 items instead of 5, Gywen Bow is removed. [UPDATED] Chamer set is now a Mid-Tier Ancient set (instead of Rave), and now requires Sacred Fire Helm instead of Sacred Glove. [UPDATED] Vega set now requires Sacred Fire Boots instead of Sacred Glove [UPDATED] Carthy set is now a High-Tier Ancient set (instead of Camill). [UPDATED] Camill set is now a Mid-Tier Ancient set (instead of Akhir). [UPDATED] Reworked Ancient Sets options: All Mid-Tier Ancients now have the same, tweaked options, for all classes: 2 Set Effect: Increase Damage +30. 3 Set Effect: Increase Double Damage Rate +4% 4 Set Effect: Increase Excellent Damage Rate +6% Increase Critical Damage Rate +7% Increase Excellent Damage +45 Increase Critical Damage +45 All High-Tier Ancients now have the same, tweaked options, for all classes: 2 Set Effect: Increase Damage +40. 3 Set Effect: Increase Double Damage Rate +5% 4 Set Effect: Increase Ignore Defense Rate +3% Increase Excellent Damage Rate +8% Increase Critical Damage Rate +9% Increase Excellent Damage +65 Increase Critical Damage +65 [UPDATED] Low-Tier Ancient sets: Removed Mist Bronze. Replaced Sylion Bone with Evis Bone. [UPDATED] Mastery Bonus Option on weapons from All Stats +10/+20/+40 to All Stats +6/+12/+20. [UPDATED] Mastery Bonus Option on set items from Damage Decrease +25/+50/+75 to Damage Decrease + 15/+25/+40. [UPDATED] All Mastery Sets now have the [Mastery] tag as their "ancient set name" instead of individual names on each set. [UPDATED] Reworked Mastery Sets options: All classes / sets now have the same, tweaked options, only one exception which is different based on class: Mastery Bloodangel Sets: 2 Set Effect: Increase Damage +55 Increase Strength / Increase Energy / Increase Agility (based on class) +30 3 Set Effect: Increase Double Damage Rate +6% Increase Ignore Defense Rate +4% 4 Set Effect: Increase Excellent Damage Rate +9% Increase Critical Damage Rate +10% Increase Excellent Damage +95 Increase Critical Damage +95 Increase All Stats +10 Mastery Darkangel Sets: 2 Set Effect: Increase Damage +80 Increase Strength / Increase Energy / Increase Agility (based on class) +45 3 Set Effect: Increase Double Damage Rate +7% Increase Ignore Defense Rate +5% 4 Set Effect: Increase Excellent Damage Rate +11% Increase Critical Damage Rate +12% Increase Excellent Damage +125 Increase Critical Damage +125 Increase All Stats +15 Mastery Holyangel Sets: 2 Set Effect: Increase Damage +105 Increase Strength / Increase Energy / Increase Agility (based on class) +60 3 Set Effect: Increase Double Damage Rate +9% Increase Ignore Defense Rate +6% 4 Set Effect: Increase Excellent Damage Rate +12% Increase Critical Damage Rate +13% Increase Excellent Damage +160 Increase Critical Damage +160 Increase All Stats +20 Mastery Soul Sets: 2 Set Effect: Increase Mastery Attack Power / Mastery Magical DMG (based on class) +20 per item (at +0) up to +46 per item (at +15) Increase Strength / Increase Energy / Increase Agility (based on class) +75 3 Set Effect: Increase Double Damage Rate +9% Increase Ignore Defense Rate +7% 4 Set Effect: Increase Excellent Damage Rate +14% Increase Critical Damage Rate +15% Increase Mastery Excellent Damage +30 per item (at +0) up to +73 per item (at +15) Increase Mastery Critical Damage +30 per item (at +0) up to +73 per item (at +15) Increase All Stats +25 Mastery Blue Eye Sets: 2 Set Effect: Increase Mastery Attack Power / Mastery Magical DMG (based on class) +35 per item (at +0) up to +61 per item (at +15) Increase Strength / Increase Energy / Increase Agility (based on class) +90 3 Set Effect: Increase Double Damage Rate +10% Increase Ignore Defense Rate +7% 4 Set Effect: Increase Triple Damage Rate +2% Increase Excellent Damage Rate +15% Increase Critical Damage Rate +16% Increase Mastery Excellent Damage +50 per item (at +0) up to +93 per item (at +15) Increase Mastery Critical Damage +50 per item (at +0) up to +93 per item (at +15) Increase All Stats +30 Mastery Silver Heart Sets: 2 Set Effect: Increase Mastery Attack Power / Mastery Magical DMG (based on class) +50 per item (at +0) up to +76 per item (at +15) Increase Mastery Strength / Increase Mastery Energy / Increase Mastery Agility (based on class) +10 per item (at +0) up to +40 per item (at +15) 3 Set Effect: Increase Double Damage Rate +10% Increase Ignore Defense Rate +8% 4 Set Effect: Increase Triple Damage Rate +3% Increase Excellent Damage Rate +16% Increase Critical Damage Rate +17% Increase Mastery Excellent Damage +70 per item (at +0) up to +113 per item (at +15) Increase Mastery Critical Damage +70 per item (at +0) up to +113 per item (at +15) Increase All Stats +35 Mastery Manticore Sets: 2 Set Effect: Increase Mastery Attack Power / Mastery Magical DMG (based on class) +65 per item (at +0) up to +91 per item (at +15) Increase Mastery Strength / Increase Mastery Energy / Increase Mastery Agility (based on class) +16 per item (at +0) up to +46 per item (at +15) 3 Set Effect: Increase Double Damage Rate +11% Increase Ignore Defense Rate +9% 4 Set Effect: Increase Triple Damage Rate +4% Increase Excellent Damage Rate +16% Increase Critical Damage Rate +17% Increase Mastery Excellent Damage +90 per item (at +0) up to +133 per item (at +15) Increase Mastery Critical Damage +90 per item (at +0) up to +133 per item (at +15) Increase Mastery Stats +1 per item (at +0) up to +16 per item (at +15) Mastery Brilliant Sets: 2 Set Effect: Increase Mastery Attack Power / Mastery Magical DMG (based on class) +75 per item (at +0) up to +101 per item (at +15) Increase Mastery Strength / Increase Mastery Energy / Increase Mastery Agility (based on class) +20 per item (at +0) up to +50 per item (at +15) 3 Set Effect: Increase Double Damage Rate +11% Increase Ignore Defense Rate +9% 4 Set Effect: Increase Triple Damage Rate +5% Increase Excellent Damage Rate +17% Increase Critical Damage Rate +18% Increase Mastery Excellent Damage +104 per item (at +0) up to +147 per item (at +15) Increase Mastery Critical Damage +104 per item (at +0) up to +147 per item (at +15) Increase Mastery Stats +4 per item (at +0) up to +19 per item (at +15) Mastery Apocalypse Sets: 2 Set Effect: Increase Mastery Attack Power / Mastery Magical DMG (based on class) +85 per item (at +0) up to +111 per item (at +15) Increase Mastery Strength / Increase Mastery Energy / Increase Mastery Agility (based on class) +24 per item (at +0) up to +54 per item (at +15) 3 Set Effect: Increase Double Damage Rate +11% Increase Ignore Defense Rate +9% 4 Set Effect: Increase Triple Damage Rate +6% Increase Excellent Damage Rate +18% Increase Critical Damage Rate +19% Increase Mastery Excellent Damage +118 per item (at +0) up to +161 per item (at +15) Increase Mastery Critical Damage +118 per item (at +0) up to +161 per item (at +15) Increase Mastery Stats +7 per item (at +0) up to +22 per item (at +15) Note: Mastery Attack Power, Mastery Magical DMG, Mastery Excellent Damage, Mastery Critical Damage, Mastery Strength/Agility/Energy and Mastery Stats are increased for each individual item from the set as well as their each individual + level. Basically, the higher the items level the more total damage/stats are added. [UPDATED] Reduced the STR needed for BA, DA, ... Brilliant Swords (BK) in order for them to be viable for ABKs (our equivalent of the default EBKs). [UPDATED] Increased the AGI needed for BA, DA, ... Brilliant Shields (BK). [UPDATED] Reduced the Defense Rate of all BA, DA, ... Brilliant Shields (BK). [UPDATED] Corrected the BA, DA, ... Brilliant Shields (BK) tooltip to reflect how their special effect works (it reduces damage received by their Defense Rate * the value based on Shield level - 0.1 at +0 up to 2.4 at +15). [UPDATED] BA, DA, ... Brilliant Shields (BK) now comes with only 1 exc. option, and it is always "Increase Impenetrable Base DEF". You can use NS Jewels to add up to 3 extra options. [UPDATED] Bloodangel Weapons from bosses/early ns boxes now comes with 2 exc. options instead of 1-2 exc. options. [UPDATED] Increase Attack Power/Magical DMG by x every 20 levels mastery weapons option: From: Starting at 1.5 every 20 levels on Bloodangel, up to 2.8 every 20 levels on Brilliant. To: Starting at 1.1 every 20 levels on Bloodangel, up to 1.8 every 20 levels on Brilliant.
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Release date: 22.05.2024 at 15:45 We've successfully migrated from S18P1-3 to S18P2-2. Note: You will need to download the new Client (OBT v.4.0). Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [UPDATED] The maximum level is now 1550. [ADDED] New Map: Bloody Tarkan It is a level 1400 Gens Map. Note: Currently there are no spots added there, and will be added in a later update. [ADDED] New Tier 6 Earrings: Earrings of Unity. Left Earring requires level 1350. Right Earring requires level 1450. You need Unity Casting Mold in order to craft them. The Mold can only be obtained from RUUD Shop as part of the end-game items. [ADDED] New Tier 5 Guardian: Armored Bear & Rare Armored Bear. It requires level 1450. You need Seal of Armored Bear in order to craft it. The Seal can only be obtained from RUUD Shop as part of the end-game items. [UPDATED] MUUNs now have visuals that highlight their type and current level without the need to hover over them. [UPDATED] Now there's a new separate Mix page on Goblin for all the wings-related combinations. [UPDATED] Wings Mixes have been changed as part of the S18 upgrade. Note: There are now Wings Relics that must be crafted and used for the creation of Wings (level 1~4). Note2: Wings Relics can be stacked up to 50 per Relic. [UPDATED] Most Wings Mixes have been customized by us, here's the full list: Chaos Weapon Mix now has a fixed rate of 85% and requires: An item at least +8 with ADD at least +4 1x Jewel of Chaos 1x Jewel of Bless 1x Jewel of Soul Level 1 Wings Relic Mix has a fixed rate of 100% and requires: A Chaos Weapon at least +7 with ADD at least +4 1x Jewel of Chaos 2x Jewel of Bless 2x Jewel of Soul Wings Level 1 Mix starts with 20% rate, has a maximum rate of 100% and requires: Level 1 Wings Relic Lower Magic Stones. You can raise the chance from 20% to 100% with Lower Magic Stones. Each Lower Magic Stone adds +5% chance, up to 100%. Level 2 Wings Relic Mix has a fixed rate of 100% and requires: Wings Level 1 at least +9 with ADD at least +4 1x Loch Feather 1x Jewel of Chaos Wings Level 2 Mix now has a fixed rate of 100% and requires: Level 2 Wings Relic 6x Medium Magic Stone Level 3 Wings Relic Mix has a fixed rate of 100% and now requires: Wings Level 2 at least +11 with ADD at least +8. 1x Condor Flame 50x Jewel of Bless 50x Jewel of Soul 50x Jewel of Chaos 50x Jewel of Creation Wings Level 3 Mix now has a fixed rate of 80% and requires: Level 3 Wings Relic 10x Higher Magic Stone Level 4 Wings Relic Mix has a fixed rate of 100% and now requires: Wings Level 3 at least +13 with ADD at least +16. 1x Garuda Flame 50x Golden Sentence 60x Jewel of Bless 60x Jewel of Soul 60x Jewel of Chaos 60x Jewel of Creation Wings Level 4 Mix now has a fixed rate of 80% and requires: Level 4 Wings Relic 15x Higher Magic Stone Note: The S18 upgrade in terms of Mixes was good enough on its own, but based on OBT feedback, we decided to make some mixes harder than default, but with a difficulty that is no longer based on pure luck (some people investing a lot for only fails, while others investing a little with success). Basically, the mixes are now harder, but the rates are now fixed and way higher than default rates. For the lower mixes, we've only increased the difficulty a little since it was too easy to get especially Wings Level 1, and we've reduced the frustrations of fails with 90% chance on Wings Level 2. [UPDATED] Improved all new wings mixes descriptions, requirements, details, etc. to match our own content & changes as well as visually improving them. [UPDATED] Crest of Monarch, Condor Feather & Garuda Feather have been removed from game & drops. [UPDATED] Condor Feather & Garuda Feather Mixes have been removed from game. [UPDATED] Wings Level 4 Mix is no longer created for the class that mixes it (it is random like rest of mixes). [ADDED] New Combat Power % mechanic to BK, SMG, RF & SL, as well as Combat Power % gained from AA Weapons, Blessed Weapons and Mastery Weapons. Note: They are just default for now, we'll tweak them once we start the chars balance. [FIXED] Game Stuttering when moving items in inventory and/or in other places as well as when keeping the left-click pressed and scrolling, etc. [FIXED] Equipped MUUNs not being able to be repaired directly (only unequipped MUUNs). Now the Auto-Repair of MUUNs (Helper option) also works. [FIXED] Variable stats from 4th Tree are now correctly added as "variable" instead of being added directly into the stats. [FIXED] Fenrir visual HP bug after repair. [UPDATED] Dex Booster move speed increase was reduced internally and it no longer causes stuttering during the boost. Note: Duration was raised from 12 seconds to 15 seconds. [FIXED] BK, MG, RF & SL Attack Power to show the real values in character C (based on our custom formulas). [FIXED] Spot/Event Monsters sometimes getting "desynced" and no longer attacking and receiving damage for few seconds. [FIXED] Quest 3 items remaining in inventory after the quest is complete. [FIXED] IK's Brilliant Blade requiring too many stats. [UPDATED] Reduced Awakening Soul items level required from 900 to 850. [ADDED] Custom Bloodangel Soul mixes for the missing ancient sets: GC's Frere sets. KM's Magic Flare sets. LEM's Noble Pixie sets. IK's Black Origin sets. [UPDATED] Increased Pull-Back trigger range for spot mobs with +1 tile compared to previous values (based on each map's x*x spots tiles). [UPDATED] Gens Raids duration is now 30 minutes instead of 20 minutes. [UPDATED] Added the missing +100% Elemental Imprint for the following skills: Drain Life Electric Spark Dragon Roar Dragon Slasher Spin Step Magic Pin Magic Arrow Sword Inertia Bat Flock Unleash Marvel [UPDATED] /pkparty can now be used only if the PK character is in your 8x8 range. [UPDATED] You can no longer use the following commands while the Account is Locked (you need to unlock/remove lock first): /clear /treereset /resetwings /unregisterpvp [UPDATED] Reworked the MoveHack Protection (Anomalous Movement detections) to reduce the false positives. Note: Looking for feedback on this. [UPDATED] Reworked Guardians system: Reduced the levels needed as follows: Guardian T1 (Ghost Horse) from 850 to 750. Guardian T2 (Ice Dragon) from 1050 to 900. Guardian T3 (Pierce Lion) from 1250 to 1050. Guardian T4 (Shining Tail) from 1350 to 1250. Increased the chance to get a Rare version from 10% to 15%. Tweaked options chances (normal versions): From: 70% for 1 option / 20% for 2 options / 10% for 3 options. To: 50% for 1 option / 35% for 2 options / 15% for 3 options. Tweaked options chances (rare versions): From: 70% for 1 option / 20% for 2 options / 10% for 3 options. To: 60% for 2 options / 32% for 3 options / 8% for 4 options. Fixed the Chance to recover HP option tooltip to correctly state that the chance is actually 50% instead of 3%. Tweaked the base defense as follows: Ice Dragon: 60 from 96. Pierce Lion: 100 from 162. Shining Tail: 150 from 228. Armored Bear: 220 from 290. Tweaked Ghost Horse options as follows: Increase Elemental Defense: Initial value is now +80 (from +40) and goes up to +204 (from +164) at +15. Increase Defense per level/20 (up to Lvl 1100): Initial value is now +2 per level/20 (from +1 per level/20) and goes up to +5.1 per level/20 (from +5.8 per level/20) at +15. Increase Damage per level/20 (up to Lvl 1100): Initial value is now +1.3 per level/20 (from +1 per level/20) and goes up to +3.8 per level/20 (from +4.7 per level/20) at +15. 50% Chance to recover HP: Initial value is now 10 HP (from 3 HP) and goes up to 37 HP (from 30 HP) at +15. Options for each Guardian Tier are now approximatively +25% on each upgrade level compared to the previous Guardian Tier, as follows: Ice Dragon (Guardian Tier 2): Increase Elemental Defense: Initial value is now +100 and goes up to +255 at +15. Increase Elemental Damage: Initial value is now +50 and goes up to +205 at +15. Increase Defense per level/20 (up to Lvl 1100): Initial value is now +2.5 per level/20 and goes up to +6.3 per level/20 at +15. Increase Damage per level/20 (up to Lvl 1100): Initial value is now +1.6 per level/20 and goes up to +4.8 per level/20 at +15. 50% Chance to recover HP: Initial value is now 13 HP and goes up to 46 HP at +15. Pierce Lion (Guardian Tier 3): Increase Elemental Defense: Initial value is now +125 and goes up to +318 at +15. Increase Elemental Damage: Initial value is now +62 and goes up to +256 at +15. Increase Defense per level/20 (up to Lvl 1100): Initial value is now +3.1 per level/20 and goes up to +7.9 per level/20 at +15. Increase Damage per level/20 (up to Lvl 1100): Initial value is now +2 per level/20 and goes up to +6 per level/20 at +15. 50% Chance to recover HP: Initial value is now 16 HP and goes up to 57 HP at +15. Shining Tail (Guardian Tier 4): Increase Elemental Defense: Initial value is now +156 and goes up to +398 at +15. Increase Elemental Damage: Initial value is now +78 and goes up to +320 at +15. Increase Defense per level/20 (up to Lvl 1100): Initial value is now +3.9 per level/20 and goes up to +9.9 per level/20 at +15. Increase Damage per level/20 (up to Lvl 1100): Initial value is now +2.5 per level/20 and goes up to +7.5 per level/20 at +15. 50% Chance to recover HP: Initial value is now 20 HP and goes up to 72 HP at +15. Armored Bear (Guardian Tier 5): Increase Elemental Defense: Initial value is now +195 and goes up to +498 at +15. Increase Elemental Damage: Initial value is now +98 and goes up to +400 at +15. Increase Defense per level/20 (up to Lvl 1100): Initial value is now +4.9 per level/20 and goes up to +12.3 per level/20 at +15. Increase Damage per level/20 (up to Lvl 1100): Initial value is now +3.2 per level/20 and goes up to +9.4 per level/20 at +15. 50% Chance to recover HP: Initial value is now 26 HP and goes up to 90 HP at +15. Improved options tooltips. Tweaked Guardians resistances as follows: Ghost Horse (Guardian Tier 1): Bleeding Damage Resistance: Initial value is now +130 (from +311) and goes up to +440 (from +988) at +15. Poison Damage Resistance: Initial value is now +311 (from +394) and goes up to +524 (from 1440) at +15. Damage Reduction Resistance: Initial value is now +117 (from +150) and goes up to +323 (from 726) at +15. Attack Speed Reduction Resistance: Initial value is now +1 and goes up to +28 (from +39) at +15. Defense Reduction Resistance: Initial value is now +72 (from +170) and goes up to +202 (from +792) at +15. Ice Dragon (Guardian Tier 2): Bleeding Damage Resistance: Initial value is now +233 and goes up to +745 at +15. Poison Damage Resistance: Initial value is now +585 and goes up to +915 at +15. Damage Reduction Resistance: Initial value is now +207 and goes up to +522 at +15. Attack Speed Reduction Resistance: Initial value is now +8 and goes up to +39 at +15. Defense Reduction Resistance: Initial value is now +143 and goes up to +369 at +15. Pierce Lion (Guardian Tier 3): Bleeding Damage Resistance: Initial value is now +414 and goes up to +1264 at +15. Poison Damage Resistance: Initial value is now +891 and goes up to +1346 at +15. Damage Reduction Resistance: Initial value is now +295 and goes up to +707 at +15. Attack Speed Reduction Resistance: Initial value is now +17 and goes up to +52 at +15. Defense Reduction Resistance: Initial value is now +201 and goes up to +492 at +15. Shining Tail (Guardian Tier 4): Bleeding Damage Resistance: Initial value is now +624 and goes up to +1840 at +15. Poison Damage Resistance: Initial value is now +1331 and goes up to +1953 at +15. Damage Reduction Resistance: Initial value is now +401 and goes up to +917 at +15. Attack Speed Reduction Resistance: Initial value is now +28 and goes up to +65 at +15. Defense Reduction Resistance: Initial value is now +290 and goes up to +676 at +15. Armored Bear (Guardian Tier 5): Bleeding Damage Resistance: Initial value is now +899 and goes up to +2598 at +15. Poison Damage Resistance: Initial value is now +1853 and goes up to +2691 at +15. Damage Reduction Resistance: Initial value is now +548 and goes up to +1202 at +15. Attack Speed Reduction Resistance: Initial value is now +42 and goes up to +83 at +15. Defense Reduction Resistance: Initial value is now +445 and goes up to +990 at +15. [UPDATED] Elite Monsters Tier 1 now have their debuffs (and elemental status) added back and tweaked values as follows: Bleeding: Damage is now 400/second. Poison: Damage is now 560/second. Damage Decrease: The amount of Damage reduced is now 350. Attack Speed Decrease: The amount of Attack Speed reduced is now 30. Defense Decrease: The amount of Defense reduced is now 250. [UPDATED] Tweaked Elite Monsters Tier 2 debuff values as follows: Bleeding: Damage is now 850/second. Poison: Damage is now 1190/second. Damage Decrease: The amount of Damage reduced is now 600. Attack Speed Decrease: The amount of Attack Speed reduced is now 50. Defense Decrease: The amount of Defense reduced is now 450. [UPDATED] Tweaked Baby Dragons debuff values as follows: Bleeding: Damage is now 1300/second. Poison: Damage is now 1820/second. Damage Decrease: The amount of Damage reduced is now 750. Attack Speed Decrease: The amount of Attack Speed reduced is now 60. Defense Decrease: The amount of Defense reduced is now 550. [UPDATED] Tweaked Royal Dragons debuff values as follows: Bleeding: Damage is now 1750/second. Poison: Damage is now 2450/second. Damage Decrease: The amount of Damage reduced is now 1200. Attack Speed Decrease: The amount of Attack Speed reduced is now 85. Defense Decrease: The amount of Defense reduced is now 850. [UPDATED] Early NS Box: Removed Earring Tier 1 [Left] as part of the drops. Removed 380 Weapons as part of the drops. Added Zen Stone as part of the drops. Tweaked drops chances. Current drops: 26% chance - 1x High Tier Ancient Item for the class that drops it. 20% chance - 1x Loch Feather 14% chance - 1x Sealed Bloodangel Item for the class that drops it. 10% chance - 1x Zen Stone. 10% chance - 1x Condor Flame. 8% chance - 2x Piece of Horn. 6% chance - 1x Wings Level 2 (45% chance for luck | 80% chance for 1 option / 20% chance for 2 options) for the class that drops it. 6% chance - 1x Exc. Bloodangel Weapon (25% chance for luck | 20% chance for 2 options) for the class that drops it. [UPDATED] Mid NS Box: Removed Fragments of Radiance as part of the drops. Removed Glory Casting Mold as part of the drops. Added Exc. Earring Tier 1 [Left] (level +1~9 | 1 option) as part of the drops. Tweaked drops chances. Current drops: 14% chance - 1x Exc. Earring Tier 1 [Left] (level +1~9 | 1 option). 14% chance - 1x Exc. Earring Tier 1 [Right] (level +1~9 | 1 option). 12.5% chance - 1x Darkangel Soul. 12.5% chance - 1x Holyangel Soul. 10% chance - 1x Broken Horn. 8% chance - 1x Forefathers Casting Mold. 6% chance - 1x Exc. Socket Necklace Tier 1 (65% chance for 2 options / 35% chance for 3 options | 30% chance for 1 slot / 70% chance for 2 slots). 6% chance - 1x Seal of Ghost Horse. 5% chance - 1x Darkangel Anvil. 5% chance - 1x Holyangel Anvil. 4% chance - 1x Pentagram Tier 3 (4x Slots). 3% chance - 1x Archangel Hammer. [UPDATED] Medusa reward: Removed 380 Weapons as part of the drops. Instead of 60% chance for Darkangel Soul and 40% chance for Holyangel Soul there's now a 50% chance to drop either of them. Increased Earring Tier 1 [Left] chance from 20% to 32%. Increased Forefathers Casting Mold from 15% to 18%. Current reward: 5x Box of Sockets + 50% chance for 1x Darkangel Soul - 50% chance for 1x Holyangel Soul + 30% chance for 1x Darkangel Anvil - 20% chance for 1x Holyangel Anvil - 32% chance for 1x Earring Tier 1 [Left] - 18% chance for 1x Forefathers Casting Mold + 4x ETOCA + 20x Gemstone + 10x Lapidary Stone / 12x Chaos / 8x Creation. [UPDATED] Selupan reward: Instead of 60% chance for Darkangel Soul and 40% chance for Holyangel Soul there's now a 50% chance to drop either of them. Reduced Earring Tier 1 [Right] chance from 35% to 32%. Increased Forefathers Casting Mold chance from 15% to 18%. Current reward: 5x Box of Sockets + 50% chance for 1x Darkangel Soul - 50% chance for 1x Holyangel Soul + 30% chance for 1x Darkangel Anvil - 20% chance for 1x Holyangel Anvil - 32% chance for 1x Earring Tier 1 [Right] - 18% chance for 1x Forefathers Casting Mold + 4x TOCA + 20x Gemstone + 10x Lapidary Stone / 12x Chaos / 8x Creation. [UPDATED] Tier 1 Elites reward: Reduced Darkangel Soul & Holyangel Soul chances from 5.5% each to 5% each. Reduced Fragment of Radiance chance from 15% to 13.5%. Reduced Earrings (Left & Right) chance from 4% each to 3.5% each. Increased Socket Necklace Tier 1 chance from 4% to 5% Added 2.5% chance for Seal of Ghost Horse as part of the drops. Current reward: 58% chance for 1x Box of Sockets - 13.5% chance for 1x Fragment of Radiance (1-4) - 5% chance for Darkangel Soul - 5% chance for Holyangel Soul - 2% chance for Darkangel Anvil - 2% chance for Holyangel Anvil - 3.5% chance for 1x Earring Tier 1 [Left] - 3.5% chance for 1x Earring Tier 1 [Right] - 5% chance for 1x Socket Necklace Tier 1 - 2.5% chance for 1x Seal of Ghost Horse + 5x Mithril / 10x Elemental Rune / 4x Gemstone / 1x TOCA / 1x Elemental TOCA / 1x Elemental TOL + 40% chance for an extra drop as 25% chance for 1x Steel of Heaven - 10% chance for 1x Mastery Skill Box - 3% chance for 1x Early NS Box - 2% chance for 1x Mid NS Box. [UPDATED] Late NS Box: Removed Expansion Scroll of Radiance Slot as part of the drops. Tweaked drops chances. Current drops: 24% chance - 1x Seed Sphere (DD / REF / HP) Level 3. 13% chance - 1x Errtel Emblem. 12.5% chance - 1x Frost Soul. 12.5% chance - 1x Silver Heart Soul. 8% chance - 1x Exc. Socket Necklace Tier 2 (75% chance for 3 options / 25% chance for 4 options | 40% chance for 2 slots / 60% chance for 3 slots). 6% chance - 1x Pentagram Emblem. 6% chance - 1x Garuda Flame. 5% chance - 1x Frost Anvil. 5% chance - 1x Silver Heart Anvil. 4% chance - 1x Blood Casting Mold. 4% chance - 1x Seal of Ice Dragon. [UPDATED] Tier 2 Elites reward: Reduced Awakening Soul & Frost Soul chances from 5.5% each to 5% each. Reduced Box of Sockets chance from 53% to 50%. Increased Spider Artifact Fragment chance from 10% to 12%. Replaced Forefathers Casting Mold with Blood Casting Mold. Replaced Seal of Ghost Horse with Seal of Ice Dragon. Increased Socket Necklace Tier 2 chance from 4% to 5%. Increased Seal of Ice Dragon chance from 3% to 4%. Increased Glory Casting Mold chance from 4% to 5%. Reduced Blood Casting Mold chance from 4% to 3%. Current reward: 50% chance for 1x Box of Sockets - 12% chance for 1x Spider Artifact Fragment - 7% chance for 1x Garuda Flame - 5% chance for Awakening Soul - 5% chance for Frost Soul - 2% chance for Soul Anvil - 2% chance for Frost Anvil - 5% chance for 1x Socket Necklace Tier 2 - 5% chance for 1x Glory Casting Mold - 3% chance for 1x Blood Casting Mold - 4% chance for 1x Seal of Ice Dragon + 15x Creation / 10x Gemstone / 1x TOCA / 1x Elemental TOCA / 1x Fragment of Resurrection / 3x Guardian Upgrade Stone / 1x Elite Guardian Upgrade Stone + 55% chance for an extra drop as 25% chance for 1x Box of Ancients - 25% chance for 3x Golden Sentence - 5% chance for 1x Mid NS Box. [UPDATED] Lord Silvester reward: Reworked the main drops as follows: From: 1x Pentagram Tier 3 + 1x Exc. Socket Necklace Tier 1 + 40% chance for 1x Awakening Soul - 13% chance for 1x Soul Anvil - 20% chance for 1x Seal of Ghost Horse - 15% chance for 1x Forefathers Casting Mold - 12% chance for 1x Holyangel Soul. To: 50% chance for 1x Pentagram Tier 3 - 50% chance for 1x Exc. Socket Necklace Tier 1 + 70% chance for 1x Awakening Soul - 30% chance for 1x Frost Soul + 28% chance for 1x Soul Anvil - 12% chance for 1x Frost Anvil - 25% chance for 1x Seal of Ghost Horse - 35% chance for 1x Glory Casting Mold. Current reward: 50% chance for 1x Pentagram Tier 3 - 50% chance for 1x Exc. Socket Necklace Tier 1 + 70% chance for 1x Awakening Soul - 30% chance for 1x Frost Soul + 28% chance for 1x Soul Anvil - 12% chance for 1x Frost Anvil - 25% chance for 1x Seal of Ghost Horse - 35% chance for 1x Glory Casting Mold + 20x Lapidary Stone + 50x Sphere Upgrade Rune / 30x Bless / 20x Soul. [UPDATED] Core Magriffy reward: Reworked the main drops as follows: From: 1x Pentagram Tier 3 + 1x Exc. Socket Necklace Tier 1 + 40% chance for 1x Awakening Soul - 13% chance for 1x Soul Anvil - 20% chance for 1x Seal of Ghost Horse - 15% chance for 1x Glory Casting Mold - 12% chance for 1x Holyangel Soul. To: 50% chance for 1x Pentagram Tier 3 - 50% chance for 1x Exc. Socket Necklace Tier 1 + 70% chance for 1x Awakening Soul - 30% chance for 1x Frost Soul + 28% chance for 1x Soul Anvil - 12% chance for 1x Frost Anvil - 25% chance for 1x Seal of Ice Dragon - 35% chance for 1x Blood Casting Mold. Current reward: 50% chance for 1x Pentagram Tier 3 - 50% chance for 1x Exc. Socket Necklace Tier 1 + 70% chance for 1x Awakening Soul - 30% chance for 1x Frost Soul + 28% chance for 1x Soul Anvil - 12% chance for 1x Frost Anvil - 25% chance for 1x Seal of Ice Dragon - 35% chance for 1x Blood Casting Mold + 20x Lapidary Stone + 50x Sphere Upgrade Rune / 20x Chaos / 15x Creation. [UPDATED] Royal Dragons reward: Replaced Seal of Ice Dragon with Seal of Pierce Lion. Increased Silver Heart Soul & Matincore Soul chances from 12% each to 12.5% each. Increased Silver Heart Anvil & Matincore Anvil chances from 4% each to 5% each. Reduced Elena Letter chance from 16.5% to 15%. Reduced Nixie Spirit Fragment chance from 16.5% to 15%. Reduced Blood Casting Mold chance from 7% to 5.5%. Increased Deception Casting Mold chance from 7% to 8.5%. Current reward: 15% chance for 1x Elena Letter - 15% chance for 1x Nixie Spirit Fragment - 12.5% chance for 1x Silver Heart Soul - 12.5% chance for 1x Manticore Soul - 5% chance for 1x Silver Heart Anvil - 5% chance for 1x Manticore Anvil - 5.5% chance for 1x Blood Casting Mold - 8.5% chance for 1x Deception Casting Mold - 5% chance for 1x Seal of Pierce Lion - 12% chance for 1x Errtel Emblem - 4% chance for 1x Pentagram Emblem. [UPDATED] Lord of Ferea reward: Reworked the drops as follows: From: 1x Pentagram Emblem + 1x Errtel Emblem + 40% chance for 1x Frost Soul - 16% chance for 1x Frost Anvil - 20% chance for 1x Silver Heart Soul - 8% chance for 1x Silver Heart Anvil - 6% chance for 1x Socket Necklace Tier 2 - 10% chance for 1x Garuda Flame + 1x ETOC + 1x ETOL. To: 1x Errtel Emblem + 20% chance for 1x Pentagram Emblem - 40% chance for 1x Silver Heart Soul - 40% chance for 1x Manticore Soul + 16% chance for 1x Silver Heart Anvil - 16% chance for 1x Manticore Anvil - 34% chance for 1x Socket Necklace Tier 2 - 14% chance for 1x Garuda Flame - 12% chance for 1x Blood Casting Mold - 8% chance for 1x Seal of Pierce Lion + 1x ETOC + 1x ETOL. [UPDATED] God of Darkness reward: Reworked the drops as follows: From: 1x Pentagram Emblem + 1x Errtel Emblem + 40% chance for 1x Frost Soul - 16% chance for 1x Frost Anvil - 20% chance for 1x Silver Heart Soul - 8% chance for 1x Silver Heart Anvil - 6% chance for 1x Socket Necklace Tier 2 - 10% chance for 1x Blood Casting Mold + 100x Sphere Upgrade Rune. To: 1x Errtel Emblem + 20% chance for 1x Pentagram Emblem - 40% chance for 1x Silver Heart Soul - 40% chance for 1x Manticore Soul + 16% chance for 1x Silver Heart Anvil - 16% chance for 1x Manticore Anvil - 34% chance for 1x Socket Necklace Tier 2 - 14% chance for 1x Garuda Flame - 12% chance for 1x 1x Blood Casting Mold - 8% chance for 1x Seal of Pierce Lion + 100x Sphere Upgrade Rune. [UPDATED] Nix reward: Reworked the drops as follows: From: 1x Pentagram Emblem + 1x Errtel Emblem + 40% chance for 1x Frost Soul - 16% chance for 1x Frost Anvil - 20% chance for 1x Silver Heart Soul - 8% chance for 1x Silver Heart Anvil - 6% chance for 1x Socket Necklace Tier 2 - 10% chance for 1x Seal of Ice Dragon + 100x Elemental Rune. To: 1x Errtel Emblem + 40% chance for 1x Manticore Soul - 60% chance for 1x Brilliant Soul + 16% chance for 1x Manticore Anvil - 24% chance for 1x Brilliant Anvil - 40% chance for 1x Deception Casting Mold - 20% chance for 1x Seal of Shining Tail + 100x Elemental Rune. [ADDED] End-Game NS Box & Mix The End-Game box is the last tier of the NS Boxes. It can not be obtained naturally from game and can only be Mixed. End-Game NS Box drops: 30% chance - 1x Apocalypse Soul. 30% chance - 1x Brilliant Soul. 20% chance - 1x Deception Casting Mold. 12% chance - 1x Brilliant Anvil. 8% chance - 1x Seal of Shining Tail. End-Game NS Box Mix: 2x Late NS Box 25x Jewel of Chaos. 25x Jewel of Creation. 100x Jewel of Bless. 100x Jewel of Soul. 500.000.000 Zen. + Other small fixes, adjustments, and improvements. Note: We have also added the MU Battle Pass & Tempest MUUNs, but they are currently disabled, we don't know yet if we'll use them or how we'll use them.
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Kenny joined the community
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PalaM1da joined the community
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Release date: 28.04.2024 at 16:00 Note: You will need to download the new Client (OBT v.3.0). Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [FIXED] Spirit Nixie not being placed in the center of its position. [DOCUMENTED] [FIXED] Anomalous movement triggering in Maze of Dimensions. [DOCUMENTED] [FIXED] 4th Tree Circles to no longer trigger damage immunity on Ferea Crystal Orb and Swamp Beast. [DOCUMENTED] [FIXED] God of Darkness & Nix boss messages to no longer have delay / wrong timers. [DOCUMENTED] [UPDATED] Replaced the normal, spot monsters spawned by Ferea Crystal Orb with a custom spawn of the "special" Ferea monsters that are also summoned by the Lord of Ferea. [DOCUMENTED] [UPDATED] Added a new mechanic to God of Darkness - Shadow Dance. The boss dashes to its current target and deals a high amount of damage. [DOCUMENTED] [UPDATED] Lord of Ferea, God of Darkness & Water Monster now have a very high range. Note: This should prevent them from entering the "bugged" state. [DOCUMENTED] [UPDATED] Buffed the God of Darkness & Lord of Ferea fights. [DOCUMENTED] [UPDATED] Nix now has a huge range and will mostly remain stationary on its initial position. [DOCUMENTED] [UPDATED] Now if Nix leaves its initial position after a "wipe", it will be moved back to its initial position. [DOCUMENTED] [FIXED] Nix's Crystal Stones being affected by the "pull-back" feature. [DOCUMENTED] [ADDED] New mechanic to Nix - Party Lives. Each party on each Nix session now has 3 Lives. If a player dies during Nix fight and there's at least one party life left (and there is at least 1 other player still alive in fight), the life will be used and the player will "respawn" at the Nix "warp" place. [DOCUMENTED] [UPDATED] Shared Pool of Nix is now given in its entire location, instead of only in its 8x8 range. [DOCUMENTED] [UPDATED] After Nix is reaching under 3% HP, all members from party that are no longer inside the Nix location will be teleported inside the Nix location, in order to share the reward. [DOCUMENTED] [UPDATED] Every 10 seconds, characters inside the Nix will receive a manual "viewport update", that is used to "fix" desyncs, we're trying this thing to see if it helps with the "invisible" circles. [DOCUMENTED] [UPDATED] Lord of Ferea now has a 50% chance to successfully cast the Mine Explosion skill. If it fails the cast, it instantly continues its attack pattern (with either another skill, a normal attack or another try for Mine Explosion). [DOCUMENTED] [FIXED] Selupan's manual "unstuck" to no longer cause an artificial desync (where you're not able to do damage). [DOCUMENTED] [ADDED] We've developed & deployed our own Discord bot. There's now an auto-sync for NewSquaders between the main character (highest level character) from the game account and the discord name, where you'll have the guild, character name & level updated every 30 seconds. You also get a role based on the character class (so the class is also in sync). The NewSquader role is now obtained via /auth command, which is private and it is based on a prompt of your account + pass from game. There's now a new feature - Death Notifications - for NewSquaders, that sends you private DMs when your character dies (you need to activate it using /deaths). There's now a new event happening on Discord - Activity Rewards. You can earn free credits just by being online & having the NewSquader role. More info about it on its specific channel. Events calendar is now fully updated & correctly synced, based on the events from Launcher. Event alerts are now being sent either with 3 minutes before the entry opens (in case of BC, CC, etc.), or with 5~10 minutes before the other type of events. The previous functions from the old 3rd party bot has been successfully emulated as well as improved. There have been a lot of improvements related to the visual aspect of the messages and the info embeds. We'll most probably develop new features as well in time, based on what will be needed. Feel free to provide feedback and/or suggestions related to the bot and/or new features. [UPDATED] Maximum number of players in a Guild is now 25, and it is now a permanent value (no longer increasing after stages). [UPDATED] Maximum number of players at CS (from the same alliance) is now 30, and it is now a permanent value (no longer increasing after stages). [UPDATED] The number of monsters needed to kill for each Q3 item is now 40. [UPDATED] Removed the Water spot from Atlans Abyss 2 (135x 175y) because it was too close to another one. [UPDATED] All characters now have a base of 3% HP Recovery, while GC has a base of 6% HP Recovery. [UPDATED] Reduced Loren Market warp cost from 25.000 Zen to 1.000 Zen. [UPDATED] Increased Event Square warp cost from 50.000 Zen to 100.000 Zen. [UPDATED] Adjusted global chat position on higher resolutions to be centered while still having it better positioned on lower resolutions. [UPDATED] Removed Nixie Fragments from RUUD Shop. [FIXED] Change Race function to correctly reset the Stats Enhancement skill from the Enhancement Tree. [UPDATED] Disabled the Personal Shop (Store) usage on all maps outside of Loren Market & Event Square. Note: A notification was added in-game when you try to open the store, which states where you can open it. [ADDED] Basic english filter on /post, /market and /lfg that will prevent messages that contains non-english characters while warning the user. [UPDATED] Replaced the "/clear inv" command with "/clear inventory" and the "/clear exp" command with "/clear expand" to avoid confusions with "invasions" and "experience". [UPDATED] Improved Mysterious Stone tooltip to correctly state how it works. [UPDATED] Official Info Topic to match most of the changes that happened since OBT started (with the exception of this patch). [FIXED] Normal Errtels sale price now shows correctly and it is a flat 100k zen for all normal errtels. [FIXED] Mastery Errtels sale price now shows correctly and it is a flat 5kk zen for all mastery errtels. [FIXED] Cracked Armor Fragment sale price now shows correctly and it is 80k zen. [FIXED] 4th Tree tooltip for W4 Damage Enhancement. [UPDATED] Removed the Royal Dragons from Crimson Icarus (since they can't be rendered correctly there). [FIXED] Some extra cases where Lord Silvester mobs would spawn outside of the zone without being moved inside the zone. [UPDATED] Bonus Socket Options: Tier 1 Bonus Options (can be obtained by using any level of Seed Spheres): 25% chance for +45 Defense if you insert Water, Earth, Wind Seed Spheres (in this specific order). 25% chance for +120 Health if you insert Earth, Wind, Water Seed Spheres (in this specific order). Tier 2 Bonus Options (can be obtained only by using level 4~5 Seed Spheres): 14% chance for +60 Defense if you insert Lv. 4~5 Water, Earth, Wind Seed Spheres (in this specific order). 14% chance for +160 Health if you insert Lv. 4~5 Earth, Wind, Water Seed Spheres (in this specific order). [UPDATED] Socket Set Options: You gain +4% Ignore Defense Rate if you have at least 3x Water Seeds, 4x Wind Seeds & 3x Earth Seeds in your entire Socket Set. You gain +4% Double Damage Rate if you have at least 5x Water Seeds, 6x Wind Seeds & 4x Earth Seeds in your entire Socket Set. [UPDATED] Improved Magic Stone chances as follows: Instead of the default 95% - 5% chance when there are 2 possibilities (let's say 2-3 magic stones) there's now 80% - 20% chance. Instead of the default 90% - 5% - 5% chance when there are 3 possibilities (let's say 3-5 magic stones) there's now 35% - 65% - 10% chance. [FIXED] Magic Stones mix to correctly show [1 - 1] instead of [0] when adding the minimum requirement (since there's always minimum 1 magic stone created). Note: We've removed the default artificial [0 - 1] that was added, since we've corrected the actual value. [FIXED] Tier 2 Socket Necklaces missing the special resistances. [UPDATED] Added back the push-back on all the weapon skills, in order to no longer have easy ways of getting inside goldens/mini-bosses to avoid being targetable. [UPDATED] Added protection of "anti-staying-inside-boss" to Death King & Core Magriffy, just like Kundun, Selupan & Medusa have. [UPDATED] Improved the protection of "anti-staying-inside-boss" to search for more valid coordinates around the bosses before teleporting to a default, far away location. [UPDATED] Removed the "Lighting" resistance of most goldens/elites/mini-bosses. [UPDATED] Increased the attack range of most goldens/elites/mini-bosses to minimum 3 tiles. [FIXED] Gens maps over level 400 missing gens functions (gens points, anti-party of different gens, etc.). [UPDATED] Gens Maps under level 400 now have a +4% bonus exp. [UPDATED] Gens Maps over level 400 now have a +7% bonus exp. [UPDATED] Now there are only 2 gens raids per day instead of 3, and both are on known hours: 20:54 and 08:54. [UPDATED] Replaced Symbol of Kundun (+1/+7) drops with Lost Maps (+1/+7), to avoid confusions related to the "Bundle" thing. Note: The drop rates of Lost Maps have been exponentially reduced compared to the Symbols drop rates. [UPDATED] The Lost Maps drops now have a "minimum drop map" based on their level as follows: Lost Map +1 & +2: Devias 1 -> Swamp of Dark Lost Map +3: Atlans 3 / Lost Tower 6 -> Swamp of Dark Lost Map +4: Tarkan 1 / Aida 1 -> Swamp of Dark Lost Map +5: Kanturu 1 -> Swamp of Dark Lost Map +6: Kanturu 3 -> Swamp of Dark Lost Map +7: Alkmaar -> Swamp of Dark [UPDATED] Replaced Mithril Fragments drops with Mithrils, to avoid confusions related to the "Bundle" thing, as follows: Monsters over level 95 now drops Mithrils instead of Mithril Fragments (with exponentially lower chance compared to the Fragments). WW Orcs now have 16% chance to drop 1x Mithril as extra drop (instead of guaranteed Mithril Fragment). Rabbits now have 16% chance to drop 1x Mithril as extra drop (instead of guaranteed Mithril Fragment). [UPDATED] Reverted the Bleed & Poison debuffs nerf of T2 Elites & Royal/Baby Dragons in order for them to work correctly with the reductions from Guardians. Note: There will be a Rework on Guardians System as well, with new values for reductions and so on. [UPDATED] Tweaks on Elf's Master Skill Tree related to bow/crossbow upgrades: Removed "Crossbow Strengthener" skill. "Bow Mastery" is now called "Bow Proficiency". "Crossbow Mastery" is now called "Bow Mastery" and it is unlocked by having 10 points in the "Bow Proficiency" skill, as well as now being a Tier 4 skill instead of a Tier 3 skill. Updated Bow Strengthener, Bow Proficiency and Bow Mastery tooltips to state that the upgrade works when equipping both Bows and Crossbows. [UPDATED] Increased Mercenary Quests cooldown from 12 hours to 21 hours. [UPDATED] Increased Mercenary Quests cooldown on failed quests from 6 hours to 10 hours. [UPDATED] Reduced Mercenary Seal bonus exp from +5%/+10%/+15% (per level) to +4%/+7%/+10%. [UPDATED] Reduced Mercenary Seal Level requirements as follows: Level 2 from 1500 Points & 10 Quests & 4 Repels (or 25 Quests) to 1200 Points & 5 Quests & 3 Repels (or 10 Quests). Level 3 from 3000 Points & 25 Quests & 10 Repels (or 55 Quests) to 2000 Points & 12 Quests & 7 Repels (or 18 Quests). [UPDATED] Improved the Pull-Back feature and highly reduced the desyncs when it is triggered. [UPDATED] Monsters from starting maps that are spawned outside of spots are no longer affected by the Pull-Back feature. [UPDATED] There's now a maximum value that each player can gain from Shared Pools in terms of RUUD, and that's Total RUUD / 4. This means that it won't be possible to "boost" 1-2 players in terms of RUUD, as they will split the RUUD by default in 4. So, bring at least 4 chars to Shared-Pool monsters to not lose RUUD. [UPDATED] All "Sealed Bloodangel" items now have their class in name instead of the mastery name, to avoid confusions. Example: "Sealed Bloodangel Captivity Gloves" is now "Sealed Bloodangel Magic Gladiator Gloves". [UPDATED] Added the similar "unstuck" feature to Lord of Ferea as the one from Selupan: If Lord of Ferea stays in the same place for more than 25 seconds, it will be teleported to its spawn location. [ADDED] Custom "PK Party" Command. You can now invite PK Players in your party by using this new custom command. In order to invite PK Player to your party you must type /pkparty <PlayerName>. Note: It doesn't matter how you type the name in terms of big/small letters. Once the invitation is started, the PK Player must type /pkaccept <LeaderName>. Note: There's a message displayed to the PK Player where it is written what he must type in order to join. Restrictions & Conditions for usage: You can use this command only for PK Players (with at least Outlaw status). You can't use the command on yourself. You MUST already be in a Party to use the command. You MUST be the Party Leader to use the command. The Party must not be full. You must be in the same sub-server as the PK Player to use the command. The PK Player must not be already in a Party. An invitation will only last for 20 seconds, then it expires. [UPDATED] Reworked VIP System: Hunter VIP & Dealer VIP are now combined into one single, more balanced VIP: Silver VIP. Changes on Silver VIP Advantages: EXP increased is now +10% instead of +8% (Old Dealer) or +15% (Old Hunter). Extra Levels for Max Elf Buff Level are now +60 instead of +80 (Old Dealer) or +40 (Old Hunter). Extra Zen from Monsters is now +15% instead of +25% (Old Dealer) or +0% (Old Hunter). Removed the +6% chance for Soul, Life & Higher Refine Stone in Items that Old Hunter had. Extra chance for +10 -> +15 Item Upgrades is now +3% insteaed of +5% (Old Dealer) or +0% (Old Hunter). Extra chance for DS/BC Invitation Mixes is now +3% insteaed of +5% (Old Dealer) or +0% (Old Hunter). Extra Event entries is now +1 only for CC instead of +1 for BC, DS & CC (Old Dealer) or nothing (Old Hunter). Zen for post commands is now 125.000 instead of 115.000 (Old Dealer) or 150.000 (Old Hunter). Pro VIP is now called Gold VIP. Changes on Gold VIP Advantages: EXP increased is now +16% instead of +20%. Extra Zen from Monsters is now +25% instead of +15%. Removed the +6% chance for Soul, Life & Higher Refine Stone in Items. Extra Event entries is now +1 only for CC & Imperial Guardian instead of +1 for BC, DS, CC & Imperial Guardian. Zen for post commands is now 100.000 instead of 130.000. Shared-Drops are now enabled during Off-Attack. Current Silver VIP Advantages: 3% Discount on all website modules. +10% EXP & ML EXP. +15% Zen from Monsters. +60 Levels for Max Elf Buff Level. +1 Entry per day for CC Event. +3% chance for +10 -> +15 Item Upgrades. +3% chance for DS/BC Invitation Mixes. 20 seconds delay for post commands (Default: 30 seconds). 125.000 Zen cost for post commands (Default: 150.000 Zen). +1 Extra Warehouse (Default: 2) +5 hours on Off-Attack maximum duration (Default: 5 hours). Current Gold VIP Advantages: 5% Discount on all website modules. +16% EXP & ML EXP. +25% Zen from Monsters. +150 Levels for Max Elf Buff Level. +1 Entry per day for CC & Imperial Guardian Events. +5% chance for +10 -> +15 Item Upgrades. +5% chance for DS/BC Invitation Mixes. 15 seconds delay for post commands (Default: 30 seconds). 100.000 Zen cost for post commands (Default: 150.000 Zen). +2 Extra Warehouses (Default: 2). +7 hours on Off-Attack maximum duration (Default: 5 hours). Off-Attack Auto-Pick unlocked (Default: No Auto-Pick). Off-Attack Shared-Drops enabled (Default: Shared-Drops disabled). [UPDATED] Reduced the Credits gained from the following event monsters: Gold Rabbit: 2 credits instead of 3. White Wizard's Orc: 2 credits instead of 4. MUUN Monster: 4 credits instead of 5. Golden Vepar & Golden Knight: 2 credits instead of 3. Golden Tantalos & Golden Golem: 3 credits instead of 4. Golden Satyros & Golden Soldier: 4 credits instead of 5. Golden Iron Knight & Golden Twin Tale: 5 credits instead of 6. Golden Budge Dragon: 7 credits instead of 10. Golden Derkon: 10 credits instead of 15. Elite Monster: 7 credits intead of 10. White Wizard: 10 credits instead of 15. Royal Dragon: 15 credits instead of 25. Blue Node (Mining System): 0 credits instead of 1. Purple Node (Mining System): 1 credit instead of 2. Gold Node (Mining System): 2 credits instead of 3. Silver Chest (Treaure Hunt): 0 credits instead of 1. Gold Chest (Treasure Hunt): 2 credits instead of 3. [ADDED] A new passive way to gain credits: NewSquad Activity Rewards, on our Discord server: In order to participate, you need to: Connect the Game with Discord and be a @NewSquader. Have the Game Client open. Be online on Discord. Have your current Discord Activity shown as 'Playing NewSquad.mu'. Event information: Every 15~40 minutes a round is happening. Every round, 3 random eligible members win CREDITS. The amount of CREDITS is random between the min. and the max. values. The minimum value is 2x CREDITS. The maximum value is dynamic, and the initial value is 3x CREDITS. The maximum value is increased by +1 for every 10 eligible members. The maximum value can never be higher than 20x CREDITS. More info: https://discord.com/channels/978603123566317588/1201528145241722971 [UPDATED] Reworked MUUN System: Reduced the overall number of MUUNs available. Removed the useless options/conditions. Removed the OP increase of x20 on options. Improved options increases and balanced the values based on upgrades & evolution. Normal MUUNs can now be upgraded up to level 5. Premium MUUNs can now be upgraded up to level 3. Now all options work for both PvP & PvM, no matter if the MUUN is evolved or not. Improved names, tooltips & descriptions. Conditions are now split in a balanced way across all MUUNs. New options for Normal & Premium MUUNs: Increase Defense Increase Maximum Damage Increase Critical Damage Increase Excellent Damage New options for Brave & Mount MUUNs: Increase Elemental Defense Increase Elemental Damage New conditions for all MUUNs: Day Time (Hour must be between 12:00 and 23:59). Night Time (Hour must be between 00:00 and 11:59). Monday-Wednesday (Day must be either Monday, Tuesday or Wednesday). Thursday-Sunday (Day must be either Thursday, Friday, Saturday or Sunday). Equipped (Active all the time, as long as it is equipped). Current split of MUUNs: Normal MUUNs: 9x MUUNs for each option - total of 36 Normal MUUNs. From the 9x MUUNs from each option, we have 2x that have the same condition (from all 4 main conditions) and 1x that has Equipped condition. Premium MUUNs: 13x MUUNs for each option - total of 52 Premium MUUNs. From the 13x MUUNs from each option, we have 3x that have the same condition (from all 4 main conditions) and 1x that has Equipped condition. Brave MUUNs: 5x MUUNs for each option - total of 10 Brave MUUNs. Each of the 5x MUUNs have 1 of the 5 possibile conditions. All 5x MUUNs have the same option value, and they don't have any upgrades. Mount MUUNs: 2x MUUNs for each option - total of 4 Mount MUUNs. All of them have only the Equipped condition. New options values: Normal MUUN - Increase Defense: Lvl 1 - 45 Lvl 2 - 60 Lvl 3 - 75 Lvl 4 - 90 Lvl 5 - 105 Evolution - 150 Normal MUUN - Increase Excellent Damage & Increase Critical Damage: Lvl 1 - 45 Lvl 2 - 65 Lvl 3 - 85 Lvl 4 - 105 Lvl 5 - 125 Evolution - 185 Normal MUUN - Increase Maximum Damage: Lvl 1 - 20 Lvl 2 - 30 Lvl 3 - 40 Lvl 4 - 50 Lvl 5 - 60 Evolution - 90 Premium MUUN - Increase Defense: Lvl 1 - 40 Lvl 2 - 60 Lvl 3 - 80 Evolution - 120 Premium MUUN - Increase Excellent Damage & Increase Critical Damage: Lvl 1 - 35 Lvl 2 - 65 Lvl 3 - 95 Evolution - 155 Premium MUUN - Increase Maximum Damage: Lvl 1 - 15 Lvl 2 - 30 Lvl 3 - 45 Evolution - 75 Brave MUUN - Increase Elemental Defense: Basic value: 90 Brave MUUN - Increase Elemental Damage: Basic value: 65 Mount MUUN - Increase Elemental Defense: Lvl 1 - 40 Lvl 2 - 60 Lvl 3 - 80 Lvl 4 - 100 Evolution - 140 Mount MUUN - Increase Elemental Damage: Lvl 1 - 25 Lvl 2 - 40 Lvl 3 - 55 Lvl 4 - 70 Evolution - 100 The MUUN monsters now drop a single Egg type - MUUN Egg. MUUN Egg is no longer an Event Inventory item, and instead it is a normal item that can be traded, stored, etc. The MUUN Egg content is now delivered into Gremory Case (K). MUUN monsters now have a 30% chance to drop a MUUN Egg and 70% chance to directly send the MUUN Egg content into the Gremory Case (K). Basically, 30% of MUUN monsters drops are now tradable, while 70% of their drops remains character-locked. You must keep in mind that since the MUUN Egg content is delivered into Gremory Case (K) - and not dropped on the ground - you can only "trade" a random content, without knowing its drop until Egg usage. Evolution stones can no longer be dropped from the MUUN Egg. MUUN Energy Converter can now be dropped as an extra reward from the MUUN Egg instead of a main reward, and only from the MUUN Egg. New reward table for the MUUN Egg: 64% - 1x random Normal MUUN. 30% - 1x random Premium MUUN. 4.5% - 1x random Brave MUUN. 1.5% - 1x random Mount MUUN. + 35% chance for 1x MUUN Energy Converter as extra reward. There are now 3 new Egg types: Evolution MUUN Egg Premium MUUN Egg Rare MUUN Egg These new Eggs are also tradable and are only obtainable by exchanging Wizardry Stones (which are created via MUUN Energy Converter) with Monica NPC. Exchanges & content: Evolution MUUN Egg - requires 1x Wizardry Stones and it is dropping 2x random Evolution Stones (sent into Gremory Case). Premium MUUN Egg - requires 2x Wizardry Stones and it is dropping 2x random Premium MUUNs (sent into Gremory Case). Rare MUUN Egg - requires 6x Wizardry Stones and it is dropping 1x random Brave/Mount MUUN - with a lower chance for the Mount type (sent into Gremory Case). [UPDATED] Reworked Artifact System: Removed the following possible options: Increase Impenetrable Base DEF Increase Defense Success Rate Increase Command Increase Elemental Defense Success Rate Increase Elemental Attack Success Rate Increase Maximum Curse Power Increase Minimum Curse Power Reduced the Artifact Enhancement Stones needed for each level upgrade from +2 per extra level to +1 per extra level. Fixed the minimum/maximum attack options that were inversed (minimum was giving maximum dmg and vice-versa) - type 6 & 7 artifacts. Improved options chances as follows: Artifact Type 1: 75% Increase Defense, 25% Increase Damage Reduction. Artifact Type 2: 30% Increase AGI, 30% Increase VIT, 20% Increase ENE, 20% Increase STR. Artifact Type 3: 30% Increase Mana, 30% Increase AG, 20% Increase Health, 20% Increase SD. Artifact Type 4: 40% Increase Excellent DMG, 30% Increase Critical DMG, 20% Increase Skill DMG, 10% Increase Attack Speed. Artifact Type 5: 65% Increase Elemental Defense, 35% Increase Elemental Damage. Artifact Type 6: 46% Increase Min. Attack Power/Magical DMG, 30%, Increase Max. Attack Power/Magical DMG, 18% Increase Attack Power/Magical DMG, 6% Increase Curse DMG. Artifact Type 7: 60% Increase Max. Attack Power/Magical DMG, 34%, Increase Attack Power/Magical DMG, 6% Increase Curse DMG. Improved options values and chances for the values as follows: Chances on each of the 10 generated possibilities are now 5%, 7%, 9%, 11%, 13%, 15%, 13%, 11%, 9%, 7%, where 5% is the chance for the lowest value (1st in our list) and 7% is the chance for the highest value (last in our list). Note: Attack Speed option is an exception, which has only 5 possibilities, and the new chances are: 16%, 22%, 28%, 22%, 12%, where 16% is the chance for the lowest value (1st in our list) and 12% is the chance for the highest value (last in our list). Increase Defense: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +50 to +113 (with an increase of +7 on all 10 possibilities). Instead of having a maximum value of +106 when the artifact is +15, the maximum value is now +265 (you now gain +5~14 Defense per level upgrade, the bigger the level, the bigger the increase). Increase Damage Reduction: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +25 to +61 (with an increase of +4 on all 10 possibilities). Instead of having a maximum value of +45 when the artifact is +15, the maximum value is now +213 (you now gain +5~14 Damage Reduction per level upgrade, the bigger the level, the bigger the increase). Increase Strength/Agility/Energy/Vitality: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +40 to +85 (with an increase of +5 on all 10 possibilities). Instead of having a maximum value of +56 when the artifact is +15, the maximum value is now +176 (you now gain +3~8 Stats per level upgrade, the bigger the level, the bigger the increase). Increase Health & Increase Mana: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +115 to +250 (with an increase of +15 on all 10 possibilities). Instead of having a maximum value of +158 when the artifact is +15, the maximum value is now +1069 (you now gain +36~74 Health/Mana per level upgrade, the bigger the level, the bigger the increase). Increase AG: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +20 to +47 (with an increase of +3 on all 10 possibilities). Instead of having a maximum value of +158 when the artifact is +15, the maximum value is now +199 (you now gain +5~14 AG per level upgrade, the bigger the level, the bigger the increase). Increase SD: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +115 to +250 (with an increase of +15 on all 10 possibilities). Instead of having a maximum value of +158 when the artifact is +15, the maximum value is now +7258 (you now gain +381~599 SD per level upgrade, the bigger the level, the bigger the increase). Increase Excellent DMG: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +30 to +66 (with an increase of +4 on all 10 possibilities). Instead of having a maximum value of +78 when the artifact is +15, the maximum value is now +157 (you now gain +3~8 Excellent DMG per level upgrade, the bigger the level, the bigger the increase). Increase Critical DMG: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +12 to +39 (with an increase of +3 on all 10 possibilities). Instead of having a maximum value of +78 when the artifact is +15, the maximum value is now +130 (you now gain +3~8 Critical DMG per level upgrade, the bigger the level, the bigger the increase). Increase Attack Speed: Instead of being generated between +1 to +5 (with an increase of +1 on all 5 possibilities) it is now generated between +2 to +10 (with an increase of +2 on all 5 possibilities). Instead of having a maximum value of +20 when the artifact is +15, the maximum value is now +30 (you now gain +1~2 Attack Speed per level upgrade, the bigger the level, the bigger the increase). Increase Skill DMG: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +8 to +26 (with an increase of +2 on all 10 possibilities). Instead of having a maximum value of +56 when the artifact is +15, the maximum value is now +77 (you now gain +2~4 Skill DMG per level upgrade, the bigger the level, the bigger the increase). Increase Elemental Defense: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +25 to +52 (with an increase of +3 on all 10 possibilities). Instead of having a maximum value of +56 when the artifact is +15, the maximum value is now +143 (you now gain +3~8 Elemental Defense per level upgrade, the bigger the level, the bigger the increase). Increase Elemental Damage: Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +12 to +30 (with an increase of +2 on all 10 possibilities). Instead of having a maximum value of +56 when the artifact is +15, the maximum value is now +121 (you now gain +3~8 Elemental Damage per level upgrade, the bigger the level, the bigger the increase). Increase Max. Attack Power/Magical DMG (Type 6): Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +18 to +45 (with an increase of +3 on all 10 possibilities). Instead of having a maximum value of +56 when the artifact is +15, the maximum value is now +96 (you now gain +2~4 Max. Damage per level upgrade, the bigger the level, the bigger the increase). Increase Min. Attack Power/Magical DMG (Type 6): Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +30 to +66 (with an increase of +4 on all 10 possibilities). Instead of having a maximum value of +56 when the artifact is +15, the maximum value is now +117 (you now gain +2~4 Min. Damage per level upgrade, the bigger the level, the bigger the increase). Increase Attack Power/Magical DMG & Increase Curse DMG (Type 6): Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +12 to +30 (with an increase of +2 on all 10 possibilities). Instead of having a maximum value of +56 when the artifact is +15, the maximum value is now +81 (you now gain +2~4 Damage per level upgrade, the bigger the level, the bigger the increase). Increase Max. Attack Power/Magical DMG (Type 7): Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +12 to +48 (with an increase of +4 on all 10 possibilities). Instead of having a maximum value of +62 when the artifact is +15, the maximum value is now +139 (you now gain +3~8 Max. Damage per level upgrade, the bigger the level, the bigger the increase). Increase Attack Power/Magical DMG & Increase Curse DMG (Type 7): Instead of being generated between +1 to +10 (with an increase of +1 on all 10 possibilities) it is now generated between +5 to +32 (with an increase of +3 on all 10 possibilities). Instead of having a maximum value of +62 when the artifact is +15, the maximum value is now +123 (you now gain +3~8 Min. Damage per level upgrade, the bigger the level, the bigger the increase). Improved Artifacts upgrade chances: From 100% / 100% / 95% / 95% / 95% / 90% / 90% / 90% / 85% / 85% / 80% / 80% / 75% / 75% / 60%. To 100% / 100% / 100% / 95% / 95% / 95% / 95% / 90% / 90% / 90% / 90% / 85% / 85% / 85% / 80%. Improved option names. Nerfed the bonus of having entire Spider Artifact completed from All Stats +100 to All Stats +60. Chances for getting Spider Artifacts Types is now as follows: 28.2% for Type 1. 24.5% for Type 2. 18.6% for Type 3. 12.5% for Type 4 8.3% for Type 5. 5.7% for Type 6. 2.2% for Type 7. EXP Changes: [UPDATED] Reduced overall exp rate for level 1-400 with 20~50% (based on level intervals). [UPDATED] Reduced the frequency of dynamic EXP increases during level 1-400 as follows: Level 1-240: EXP now increases only 3 times, with +15%, at the following levels: 100, 180, 240. Level 240-400: EXP now increases with +18% at the following levels: 280, 310, 330, 350, 365, 380. [UPDATED] Reduced overall exp rate for level 400-800 with 30~45% (based on level intervals). [UPDATED] Between level 400 and 500, the EXP decreases with -16% at the following levels: 415, 430, 445, 460. [UPDATED] Between level 500 and 750, the EXP increases with +10% every 20/30 levels, at the following levels: 520, 540, 560, 580, 600, 630, 660, 690, 720, 750. [UPDATED] At level 775 there's a 800% EXP boost that lasts until level 800. [UPDATED] Reduced overall exp rate for level 800-1100 with 20~35% (based on level intervals). [UPDATED] Level 800 starts with 3x times the EXP of level 799. [UPDATED] Between level 800 and 1050, the EXP increases with +15% every 20/30 levels, at the following levels: 820, 840, 860, 880, 900, 930, 960, 990, 1020, 1050. [UPDATED] Increased overall exp rate for level 1100-1500 with 5~30%. [UPDATED] Level 1100 starts with 2.5x times the EXP of level 1099. [UPDATED] Between level 1100 and Maximum Level, the EXP decreases with -6% every 30 levels. [UPDATED] Stage 1 (level 480~500) now has 16% of normal EXP and it is over after 4 days from the moment of condition being fulfilled. [UPDATED] Stage 2 (level 780~800) now has 22% of normal EXP and it is over after 6 days from the moment of condition being fulfilled. [UPDATED] Stage 3 (level 1080~1100) now has 30% of normal EXP and it is over after 8 days from the moment of condition being fulfilled. + Other small fixes, adjustments, and improvements.