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  1. Summoner Lore The Summoners are descendants of the ancient tribe of the Kanturu, who possessed a deep understanding of magic and nature. In their pursuit of knowledge and power, the Kanturu people delved into the forbidden arts of summoning, forging a strong connection with the elemental forces of the world. Driven by their desire to maintain the balance between good and evil, Summoners learned to harness the powers of darkness and light. They are capable of communing with spirits, creatures, and mythical beasts, forming pacts and contracts with them to fight by their side. By forging these pacts, Summoners gain access to a wide array of abilities and summoning spells. To become a Summoner, individuals undergo rigorous training and initiation rituals. These rituals involve communing with ancient spirits, performing complex spells, and proving their worth through challenges and tests. Only those who exhibit exceptional magical aptitude and a strong connection with the natural world are deemed worthy of becoming Summoners. Once initiated, Summoners are granted the ability to summon and control various creatures to aid them in combat. They can summon elemental spirits, mythical creatures, and even powerful guardians. These summoned beings possess unique abilities and can provide additional firepower, protection, or utility to the Summoner. Summoners also have access to a wide range of offensive and supportive spells, allowing them to manipulate the elements, heal their allies, and weaken their enemies. They are versatile spellcasters who can adapt their strategies based on the situation at hand, making them formidable adversaries on the battlefield. I. Summoner Mechanics and Playstyle Summoning Creatures The core mechanic of the Summoner class is the ability to summon spirits to fight alongside them. Summoners can summon a variety of ethereal beings, including elementals, spirits, and guardians. These summoned creatures have their abilities and stats, and they can engage in combat or provide support to the Summoner. Buffs and Debuffs In addition to summoning spirits, Summoners possess a wide range of spells and abilities that can buff their allies or debuff their enemies. These spells can enhance the stats and abilities of the Summoner's party members, weaken enemies' defenses, or hinder their movements. Summoners can play a vital role in aiding their team and turning the tide of battles. PvP and PvM Capabilities Summoners excel in both PvP and PvM combat. In PvP, their summoned spirits can distract opponents and deal large amounts of curse damage. In PvM, the summons can provide additional damage output, making it easier for the Summoner to handle challenging monsters and bosses. Elemental Damage The Summoner possesses the power to imbue their attacks with elemental damage. They can harness the forces of Fire, Earth, Wind, and Water, allowing them to deal additional elemental damage to their enemies. They can deal pure magical damage or curse damage. By strategically utilizing the different elemental abilities, Summoners can exploit elemental weaknesses and gain an advantage in combat. AoE Spells Summoners possess powerful AoE spells that can deal damage to multiple enemies within a specific radius. These spells are especially useful when facing groups of enemies or in PvP battles, allowing the Summoner to damage multiple opponents simultaneously. II. Summoner Evolutions & Quests Evolution Requirements Quest NPC Quest Summoner Character Level 1 N/A N/A Bloody Summoner N/A N/A N/A Dimension Master [For the 1st and 2nd Parts of the Quest] 2nd Quest Completed Character level 380 or higher [For the 3rd Part of the Quest] Character level 400 Apostle Devin Cywolf [228.49] [Part 1] " Prove your Strength " [Part 2] " Infiltrate the Barracks of Balgass " [Part 3 ] " Into the Realm of Darkness " Dimension Summoner Character Level 800 Cent Lorencia [131.147] [Part 1 ] " Qualification test " [Part 2] " New Battle I " [Part 3] " New Battle II " body { background-color: black; color: white; } table { width: 80%; margin: 20px auto; border-collapse: collapse; border: 2px solid white; } th, td { padding: 10px; text-align: center; border: 1px solid white; } th { background-color: #333; } tr:nth-child(even) { background-color: #222; } tr:nth-child(odd) { background-color: #444; } caption { font-size: 1.5em; margin-bottom: 10px; } III. Character Formulas STAT FORMULA Health 80 + (Level * 1.3) + (VIT * 2.4) Shield Defense ((STR + AGI + ENE) * 2) + ((VIT * 5) * (Level / 200)) + (Level * 12) + (DEF * 2) Ability Gauge 200 + (AGI * 0.35) + (ENE * 0.2) Mana 250 + (Level * 1.4) + (ENE * 1) Maximum Magical Damage ENE / 7 Maximum Magical Damage ENE / 4.5 Maximum Curse Damage ENE / 7 Maximum Curse Damage ENE / 4.5 Attack Speed AGI / 22 Defense AGI / 4 PvM Attack Rate (Level * 3) + (AGI * 1.2) + (ENE * 0.75) PvP Attack Rate (Level * 4) + (AGI * 2.5) + (ENE * 3.5) PvM Defense Rate 300 (standard value) PvP Defense Rate (Level * 1.5) + (VIT * 1) + (AGI * 2) Minimum Elemental Damage ENE / 20 Maximum Elemental Damage ENE / 15 Elemental Defense 0 (standard value) Elemental Attack Rate (Level * 3) Elemental Defense Rate (Level / 2) III. Character Specializations 0% bonus base Defense under 800 AGI 7% bonus base Defense between 800 and 1300 AGI 15% bonus base Defense over 1300 AGI 0% bonus base Magical DMG under 1500 ENE 7% bonus base Magical DMG between 1500 and 2000 ENE 15% bonus base Magical DMG over 2000 ENE 0% bonus base Curse DMG under 1500 ENE 7% bonus base Curse DMG between 1500 and 2000 ENE 15% bonus base Curse DMG over 2000 ENE V. Wings body { background-color: #000; color: #fff; font-family: Arial, sans-serif; } table { width: 80%; border-collapse: collapse; } th, td { border: 1px solid #fff; padding: 10px; text-align: center; } th { background-color: #333; } tr:nth-child(odd) { background-color: #222; } tr:nth-child(even) { background-color: #333; } Level Class/Requirements Wings 1 Summoner " Small Wings of Curse " 150 Summoner " Wings of Cruse " 250 Bloody Summoner " Wings of Despair " 500 Dimension Master " Wings of Dimension " 1000 Dimension Summoner " Wings of Outer World " VI. Custom Changes & Balancing [UPDATED] Lightning Shock now requires 840 ENE (from 740 ENE). [UPDATED] Explosion: Now requires 400 ENE (from 280 ENE). Extra damage per second is now 50% of the initial damage (from 60%). [UPDATED] Requiem: Now requires 610 ENE (from 460). Extra damage per second is now 65% of the initial damage (from 75%). [UPDATED] Pollution now requires 650 ENE and 650 AGI (from 820 ENE). [UPDATED] Drain Life HP absorb: Formula: ((DMG*4)/100) + ENE/20 (from DMG/10 + ENE/25). [UPDATED] Damage Reflection: Cooldown removed. [UPDATED] Darkness: Base HP Reduction: 30% (from 25%). Curse DMG Increase: ENE/11 (from ENE/3.5). Defense Increase: ENE/12 (from ENE/4). [UPDATED] Berserker: Base DEF Reduction: 25% (from 30%). Base HP Reduction: 15% (from 20%). Magical DMG Increase: ENE/9 (from ENE/3.5). Attack Speed Increase: ENE/85 (from ENE/50). [UPDATED] Death Scythe: Now requires 600 AGI & 1200 ENE (from 1240 ENE). Cast & AoE Range is now 4 (from 3). [UPDATED] Aqua Beast: Now requires 700 AGI & 900 ENE (from 800 AGI & 1000 ENE). Cast Range is now 4 (from 5). [UPDATED] Fire Beast now requires 1600 ENE (from 1450 ENE). [UPDATED] Slightly reduced the STR & ENE required to equip Tier 1 Socket set items of SUM. [UPDATED] Slightly reduced the STR required to equip Tier 2 Socket set items of SUM. [UPDATED] [Master Tree] "Pollution Strengthener" nerfed from 6 ~ 39 ~ 53 (level 1 / 10 / 20) to 5 ~ 24 ~ 32 (level 1 / 10 / 20). [UPDATED] [Master Tree] "Pollution Proficiency" nerfed from from 32 to 18. [UPDATED] [Master Tree] "Pollution Mastery" nerfed from 32 to 18. [UPDATED] [Master Tree] "Chain Lightning Strengthener" nerfed from 5 ~ 32 ~ 45 (level 1 / 10 / 20) to 2 ~ 19 ~ 28 (level 1 / 10 / 20). [UPDATED] [Master Tree] "Berserker Strengthener" nerfed from 5 ~ 32 ~ 45 (level 1 / 10 / 20) to 2 ~ 19 ~ 28 (level 1 / 10 / 20). [UPDATED] [Master Tree] "Berserk Mastery" now increases Attack Speed by 10 instead of 20. [UPDATED] [Master Tree] "Darkness Mastery" now increases Defense by 80 instead of 300. [UPDATED] [Enhancement Tree] Replaced "Cooldown Removal Enhancement" of Fire Beast with "Attack Speed Enhancement". [UPDATED] [Enhancement Tree] Replaced "Hits per Cast Enhancement" of Fire Beast with "Cooldown Removal Enhancement". [UPDATED] [Enhancement Tree] Removed "AoE Range Enhancement" of Fire Beast. [UPDATED] [Enhancement Tree] Replaced "Cooldown Removal Enhancement" of Aqua Beast with "Attack Speed Enhancement". [UPDATED] [Enhancement Tree] Replaced "Hits per Cast Enhancement" of Aqua Beast with "Cooldown Removal Enhancement". [UPDATED] [Enhancement Tree] Removed "AoE Range Enhancement" of Aqua Beast. [UPDATED] [Enhancement Tree] Removed "Hits per Cast Enhancement" of Death Scythe. [UPDATED] [Enhancement Tree] Removed "Hits per Cast Enhancement" of Lightning Shock. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Lightning Shock now requires 20 Points and the increase is now 300 (as a special increase).
  2. Dark Lord Lore The Dark Lord is a powerful warrior who possesses both strength and dark magic abilities. According to the game's lore, the Dark Lord is an ancient warrior who was once human but made a pact with the darkness to gain immense power. In his quest for power, the Dark Lord sought out forbidden knowledge and delved deep into dark magic, ultimately becoming a master of both physical combat and dark spells. The Dark Lord wields a mighty weapon known as the Scepter, which enhances his already formidable melee combat skills. This weapon is said to be infused with dark energy, allowing the Dark Lord to strike down his enemies with devastating force. In addition to his prowess in close-range combat, the Dark Lord also possesses a range of dark magic abilities. These abilities include commanding minions to aid him in battle and harnessing dark energy to unleash powerful spells. As the Dark Lord progresses in power and experience, he gains access to more potent skills and abilities. This allows players who choose the Dark Lord class to customize their playstyle and become a force to be reckoned with on the battlefield. The Dark Lord's story over the MU continent is one of redemption and the struggle against his inner darkness. He battles against the forces of evil, seeking to restore balance to the world and redeem himself from his past choices. Overall, the Dark Lord in Mu Online is a complex and formidable character class, blending martial prowess with dark magic to overcome his enemies. NewSquaders who choose the Dark Lord can experience a unique playstyle, combining close-range combat and powerful spells to dominate the battlefields. I. Dark Lord Mechanics and Playstyle Minion Summoning One of the iconic features of the Dark Lord is the ability to summon minions to aid in battle. These minions include the Dark Horse, a mount that provides mobility and additional attack power, and the Dark Raven, a loyal bird companion that assists in combat by attacking enemies. Enhancements The Dark Lord possesses a powerful buff that can affect both themselves and their allies or enemies enhancing critical strike damage. PvP Capacities The Dark Lord's versatility makes them formidable in PvP combat. They can engage in close-quarters combat, using their close-range skills and weapon mastery, while also employing dark magic spells to deal damage or hinder opponents. The combination of minion support damage-dealing abilities and buffs makes the Dark Lord a force to be reckoned with in PvP encounters. Tanking Capability With their strong armor and the companionship of the Dark Horses, Dark Lords can effectively serve as tanks. They can absorb damage and protect their party members during challenging encounters, allowing other classes to focus on dealing with damage. Overall, the Dark Lord in Mu Online offers a unique playstyle that combines close-range combat, dark magic, and the ability to summon and control minions. This versatility allows players to adapt to various situations, making the Dark Lord a popular choice for those seeking a well-rounded and formidable character class in the game. II. Dark Lord Evolutions & Quests Evolution Requirements Quest NPC Quest Dark Lord Character Level 1 N/A N/A Dark Lord N/A N/A N/A Lord Emperor [For the 1st and 2nd Parts of the Quest] 2nd Quest Completed Character level 380 or higher [For the 3rd Part of the Quest] Character level 400 Apostle Devin Cywolf [228.49] [Part 1] " Prove your Strength " [Part 2] " Infiltrate the Barracks of Balgass " [Part 3 ] " Into the Realm of Darkness " Empire Lord Character Level 800 Cent Lorencia [131.147] [Part 1 ] " Qualification test " [Part 2] " New Battle I " [Part 3] " New Battle II " body { background-color: black; color: white; } table { width: 80%; margin: 20px auto; border-collapse: collapse; border: 2px solid white; } th, td { padding: 10px; text-align: center; border: 1px solid white; } th { background-color: #333; } tr:nth-child(even) { background-color: #222; } tr:nth-child(odd) { background-color: #444; } caption { font-size: 1.5em; margin-bottom: 10px; } III. Character Formulas STAT FORMULA Health 80 + (Level * 1.2) + (VIT * 2.3) Shield Defense ((STR + AGI + ENE + CMD) * 2) + ((VIT * 5)*(Level / 200)) + (Level * 12) + (DEF * 2) Ability Gauge 200 + (STR * 0.2) + (AGI * 0.35) Mana 350 + (Level * 0.8) + (ENE * 2) Minimum Attack Power STR / 6 Maximum Attack Power STR / 3.5 Attack Speed AGI / 18 Defense AGI / 4 PvM Attack Rate (Level * 3) + (AGI * 1.25) + (STR * 0.75) PvP Attack Rate (Level * 4) + (AGI * 2.5) + (STR * 3.5) PvM Defense Rate 300 (standard value) PvP Defense Rate (Level * 1.5) + (VIT * 1) + (AGI * 2) Minimum Elemental Damage STR / 20 Maximum Elemental Damage STR / 15 Elemental Defense 0 (standard value) Elemental Attack Rate (Level * 3) Elemental Defense Rate (Level / 2) IV. Character Specializations 0% bonus base Defense under 800 AGI 7% bonus base Defense between 800 and 1300 AGI 15% bonus base Defense over 1300 AGI 0% bonus base Attack Power under 1500 STR 7% bonus base Attack Power between 1500 and 2000 STR 15% bonus base Attack Power over 2000 STR V. Wings body { background-color: #000; color: #fff; font-family: Arial, sans-serif; } table { width: 80%; border-collapse: collapse; } th, td { border: 1px solid #fff; padding: 10px; text-align: center; } th { background-color: #333; } tr:nth-child(odd) { background-color: #222; } tr:nth-child(even) { background-color: #333; } Level Class/Requirements Wings 1 Dark Lord " Small Cape of Lord " 150 Dark Lord " White Cloak " 250 Dark Lord " Cape of Lord " 500 Lord Emperor " Cape of Emperor " 1000 Empire Lord " Cloak of Dominator " VI. Custom Changes & Balancing [UPDATED] Energy no longer affects DL's damage, it is now a full STR character (damage-wise), like the SBK/SMG. [UPDATED] Fire Burst: Now requires 320 STR (from 230 STR). AoE Range is now 3 (from 4). [UPDATED] Fire Scream now requires 900 STR (from 520 STR). [UPDATED] Chaotic Diseier now requires 1100 STR (from 770 STR). [UPDATED] Electric Spark is now a Tier 2 skill (from Tier 3) and now requires 100 ENE (from 150 ENE & 250 CMD). [UPDATED] Summon: Now requires 180 ENE (from 150 ENE & 250 CMD). Cooldown is now 45 seconds (from 30 seconds). [UPDATED] Earthquake formula is now STR/12 + CMD/6 + HorseLVL*5 (from STR/10 + CMD/5 + HorseLVL*10). [UPDATED] Wind Soul: Cast Range is now 4 (from 3) AoE Range is now 1 (from 2). Now requires 1400 STR (from 1150). [UPDATED] Critical Damage: Now it is a Tier 3 skill (from Tier 2). Now requires 250 ENE (from 350 ENE). [UPDATED] Removed the Force Wave weapon skill from Battle Scepter & Master Scepter. Note: Force Wave adds "AoE" to the "Force" starting skill, and it is now available starting with Great Scepter. [UPDATED] Dark Horse Absorb % Damage is now a static 5%, no longer increased by the Horse level. [UPDATED] [Master Tree] "Fire Scream Strengthener" buffed from 5 ~ 32 ~ 45 (level 1 / 10 / 20) to 9 ~ 53 ~ 75 (level 1 / 10 / 20). [UPDATED] [Master Tree] "Fire Scream Mastery" buffed from 66 to 110. [UPDATED] [Master Tree] "Critical Damage Proficiency" nerfed from 8s ~ 51s ~ 70s (level 1 / 10 / 20) to 3s ~ 24s ~ 33s (level 1 / 10 / 20). [UPDATED] [Master Tree] "Critical Damage Mastery" nerfed from 1.07% ~ 4.56% ~ 6.05% (level 1 / 10 / 20) to 0.51% ~ 3.05% ~ 4.14% (level 1 / 10 / 20). [UPDATED] [Master Tree] "Critical Damage Mastery+" nerfed from 1.07% ~ 4.56% ~ 6.05% (level 1 / 10 / 20) to 0.56% ~ 1.69% ~ 3.03% (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] Removed "AoE Range Enhancement" of Wind Soul. [UPDATED] [Enhancement Tree] Removed "AoE Range Enhancement" & "Hits per Cast Enhancement" of Chaotic Diseier. [UPDATED] [Enhancement Tree] Replaced "Cast Range Enhancement" of Fire Burst with "Attack Speed Enhancement". [UPDATED] [Enhancement Tree] Removed "Hits per Cast Enhancement" of Fire Burst. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Fire Burst now requires 20 Points and the increase is now 300 (as a special increase).
  3. Elf Lore Over the MU continent, the Elf class is a graceful and agile race known for its unparalleled archery skills and deep connection with nature. They hail from the land of Noria, a lush and mystical realm where harmony between humans and nature is treasured. Legend has it that long ago when the world was threatened by dark forces, the Elves emerged from the enchanted forests to lend their aid. Endowed with natural beauty and exceptional dexterity, they quickly became the defenders of light and guardians of peace. The Elves are deeply attuned to the energies of nature and possess an innate ability to communicate with animals and plants. They have the remarkable talent to manipulate the elements, channeling their powers through their bows and arrows. The ancient art of archery is deeply ingrained in their culture, passed down from generation to generation. The Elves possess an ethereal beauty, with slender frames, pointed ears, and radiant features that reflect their connection with the natural world. Their attire is often crafted from organic materials such as leaves, feathers, and animal hide, further accentuating their affinity with nature. Nurtured by the enchanting forests of Noria, the Elves cultivate a profound understanding of the delicate balance between the physical and spiritual realms. They embrace the teachings of the ancients and draw strength from the energy that permeates the land. As they venture into battle, their arrows become extensions of their will, striking their enemies with precision and accuracy. In the ongoing struggle against the forces of darkness, the Elves serve as both hunters and protectors. They navigate the treacherous lands, uncovering hidden threats and safeguarding the innocent. Despite their peaceful nature, when provoked, they become fearsome adversaries, employing their mastery of archery and natural magic to vanquish any who threaten the realms they hold dear. The Elf class represents a harmonious fusion of grace, agility, and mystical prowess. With their unyielding dedication to preserving nature's sanctity and unwavering loyalty to the light, the Elves continue to shine as beacons of hope and defenders of the realm in the ever-evolving world of Mu. I. Elf Mechanics and Playstyle Agility and Evasion Elves possess high agility, granting them exceptional evasion and maneuverability. This allows them to swiftly dodge enemy attacks and position themselves advantageously on the battlefield. Their agility makes them particularly effective against melee opponents, as they can keep their distance and continuously strike from afar. Ranged Archery Combat Elves excel in long-range combat, utilizing their bows and arrows to deal damage from a distance. Their primary focus is on agility, allowing them to swiftly evade enemy attacks while maintaining a constant barrage of projectiles. Their ranged capabilities make them excellent damage dealers in party scenarios, where they can pick off enemies from a safe distance. Buffs and Support Abilities The Elf class also boasts a variety of supportive abilities that benefit both themselves and their allies. They possess a unique skill called "Buff " which can provide various boosts to nearby party members, enhancing their combat capabilities. These buffs may include increased attack and defense. Additionally, Elves have access to healing spells, enabling them to provide essential support in challenging battles. Balanced Playstyle Overall, the Elf class in Mu Online combines ranged combat, supportive abilities, and summoned creatures to offer a versatile and dynamic play style. Their proficiency in archery, combined with their support capabilities, makes them a valuable asset in both solo play and group encounters. With their agility and keen senses, Elves can adapt to various combat situations and contribute significantly to the overall success of their party. II. Elf Evolutions & Quests Evolution Requirements Quest NPC Quest Elf Character Level 1 N/A N/A Muse Elf Character level 150 or Higher Sebina the Priest Devias [183.32] [Part 1] " Secure the Scroll of the Emperor " [Part 2] " The Three Treasures of MU " High Elf [For the 1st and 2nd Parts of the Quest] 2nd Quest Completed Character level 380 or higher [For the 3rd Part of the Quest] Character level 400 Apostle Devin Cywolf [228.49] [Part 1] " Prove your Strength " [Part 2] " Infiltrate the Barracks of Balgass " [Part 3 ] " Into the Realm of Darkness " Noble Elf Character Level 800 Cent Lorencia [131.147] [Part 1 ] " Qualification test " [Part 2] " New Battle I " [Part 3] "New Battle II " body { background-color: black; color: white; } table { width: 80%; margin: 20px auto; border-collapse: collapse; border: 2px solid white; } th, td { padding: 10px; text-align: center; border: 1px solid white; } th { background-color: #333; } tr:nth-child(even) { background-color: #222; } tr:nth-child(odd) { background-color: #444; } caption { font-size: 1.5em; margin-bottom: 10px; } III. Character Formulas STAT FORMULA Health 80 + (Level * 1.3) + (VIT * 2.4) Shield Defense ((STR + AGI + ENE) * 2) + ((VIT * 5) * (Level / 200)) + (Level * 12) + (DEF * 2) Ability Gauge 200 + (STR * 0.3) + (AGI * 0.2) Mana 350 + (Level * 1) + (ENE * 2) Minimum Attack Power (STR / 6) + (AGI / 11) Maximum Attack Power (STR / 4) + (AGI / 9) Attack Speed AGI / 33 Defense AGI / 8 PvM Attack Rate (Level * 3) + (AGI / 2) + (STR * 1.5) PvP Attack Rate (Level * 4) + (AGI * 2) + (STR * 4) PvM Defense Rate 300 (standard value) PvP Defense Rate (Level * 1.5) + (VIT * 1.6) + (AGI * 0.6) Minimum Elemental Damage (STR / 22) + (AGI / 24) Maximum Elemental Damage (STR / 17 ) + (AGI / 19) Elemental Defense 0 (standard value) Elemental Attack Rate (Level * 3) Elemental Defense Rate (Level / 2) IV. Character Specializations 0% bonus base Defense under 1500 AGI 7% bonus base Defense between 1500 and 2000 AGI 15% bonus base Defense over 2000 AGI 0% bonus base Attack Power under 800 STR 7% bonus base Attack Power between 800 and 1300 STR 15% bonus base Attack Power over 1300 STR V. Wings body { background-color: #000; color: #fff; font-family: Arial, sans-serif; } table { width: 80%; border-collapse: collapse; } th, td { border: 1px solid #fff; padding: 10px; text-align: center; } th { background-color: #333; } tr:nth-child(odd) { background-color: #222; } tr:nth-child(even) { background-color: #333; } Level Class/Requirements Wings 1 Elf " Small Wings of Elf " 150 Elf " Wings of Elf " 250 Muse Elf " Wings of Spirit " 500 High Elf " Wings of Illusion " 1000 Noble Elf " Wings of Celestial Body " VI. Custom Changes & Balancing [UPDATED] Penetration now requires 360 AGI (from 280 AGI). [UPDATED] Ice Arrow now requires 250 ENE (from 350 ENE). [UPDATED] Multi-Shot now requires 880 AGI (from 640 AGI). [UPDATED] Dex Booster: Can now be learned by Muse Elf (instead of High Elf). Now requires 1000 AGI & 250 ENE (from 1000 AGI). [UPDATED] Focus Shot Cast Range is now 4 (from 5) and AoE Range is now 1 (from 2). [UPDATED] Removed SD Recovery, Heal, Greater Elemental Defense & Greater Elemental Damage skills from the game, including the 3rd/4th Tree. [UPDATED] Removed Cure & Bless from game & Master Skill Tree - they are now dedicated only to LEM. [UPDATED] Greater Damage & Greater Defense buffs only works in Valley of Loren and only during CS. [UPDATED] Removed the Triple Shot weapon skill from all starter (noria) Bows/Crossbows, it is now available starting with Tiger Bow (devias). [UPDATED] Increased the STR & AGI required to equip Combat Quiver & Devilwood Quiver, and they now require level 130 to be equipped. [UPDATED] Changes to Socket for ELF: Removed the Divine & Light Lord socket sets from the game. Seraphim (Tier 1) & Sticky (Tier 2) sets now require low AGI & low ENE in order to equip them (so they can be used by both AE & CS-EE). [UPDATED] Tweaked the base Attack Power of the ELF's Quivers: Combat Quiver: 20~30 (from 70~80). Devilwood Quiver: 70~80 (from 130~140). Bloodangel Quiver: 100~110 (from 175~185). Darkangel Quiver: 135~145 (from 220~230). Holyangel Quiver: 170~180 (from 265~275). Soul Quiver: 205~215 (from 310~320). Blue Eye Quiver: 240~250 (from 355~365). Silver Heart Quiver: 275~285 (from 400~410). Manticore Quiver: 310~320 (from 445~455). Brilliant Quiver: 345~355 (from 490~500). [UPDATED] Tweaked the base Attack Power of the ELF's Bows: Aileen Bow: 185~205 (from 200~220). Bloodangel Bow: 235~255 (from 295~315). Darkangel Bow: 290~310 (from 385~405). Holyangel Bow: 340~360 (from 475~495). Blessed Crossbow of Archangel: 360~380 (from 525~545) Soul Bow: 390~410 (from 565~585). Blue Eye Bow: 440~460 (from 655~675). Silver Heart Bow: 490~510 (from 745~765). Manticore Bow: 540~560 (from 835~855). Brilliant Bow: 590~610 (from 925~945). [UPDATED] [Master Tree] Tweaks 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] [Master Tree] "Triple Shot Strengthener" nerfed from 8 ~ 52 ~ 71 (level 1 / 10 / 20) to 2 ~ 19 ~ 28 (level 1 / 10 / 20). [UPDATED] [Master Tree] "Multi-Shot Strengthener" nerfed from 5 ~ 32 ~ 45 (level 1 / 10 / 20) to 2 ~ 19 ~ 28 (level 1 / 10 / 20). [UPDATED] [Master Tree] "Infinity Arrow Strengthener" nerfed from 1.2% ~ 6.68% ~ 9.02% (level 1 / 10 / 20) to 1% ~ 3.98% ~ 5.26% (level 1 / 10 / 20). [UPDATED] [Master Tree] "Greater Defense Strengthener" nerfed from 5.76% ~ 32.07% ~ 45.68% (level 1 / 10 / 20) to 3.34% ~ 18.6% ~ 26.49% (level 1 / 10 / 20). [UPDATED] [Master Tree] "Greater Defense Mastery" nerfed from 5.76% ~ 32.07% ~ 45.68% (level 1 / 10 / 20) to 3.34% ~ 18.6% ~ 26.49% (level 1 / 10 / 20). [UPDATED] [Master Tree] "Greater Damage Strengthener" nerfed from 5.76% ~ 32.07% ~ 45.68% (level 1 / 10 / 20) to 3.34% ~ 18.6% ~ 26.49% (level 1 / 10 / 20). [UPDATED] [Master Tree] "Greater Damage Mastery" nerfed from 5.76% ~ 32.07% ~ 45.68% (level 1 / 10 / 20) to 3.34% ~ 18.6% ~ 26.49% (level 1 / 10 / 20). [UPDATED] [Master Tree] "Ice Arrow Strengthener" now requires 15 Points, it increases the Skill Damage by 40 and it also reduces the Cooldown by 0.5 seconds. [UPDATED] [Enhancement Tree] "Party Healing Enhancement" buffed from 37 ~ 151 ~ 365 (level 1 / 10 / 20) to 62 ~ 249 ~ 603 (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] "Greater Damage Enhancement" now has a maximum level of 20 (instead of 10) and the increase is now 15 ~ 60 ~ 135 (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] "Greater Defense Enhancement" now has a maximum level of 20 (instead of 10) and the increase is now 8 ~ 39 ~ 101 (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" of Focus Shot. [UPDATED] [Enhancement Tree] Replaced "Hits per Cast Enhancement (+2)" of Focus Shot with "Cast Range Enhancement (+2)". [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" of Triple Shot. [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" & "Hits per Cast Enhancement" of Multi-Shot. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Multi-Shot now requires 20 Points and the increase is now 600 (as a special increase). [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" & "Hits per Cast Enhancement" of Raining Arrow. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Raining Arrow now requires 20 Points and the increase is now 300 (as a special increase). [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" & "Attack Speed Enhancement" of Holy Bolt. [UPDATED] [Enhancement Tree] Replaced "Hits per Cast Enhancement (+1)" of Holy Bolt with "Hits per Cast Enhancement (+2)".
  4. Magic Gladiator Lore According to the lore of the ancients, the Magic Gladiators are descendants of the ancient warrior clans who fought against the forces of darkness that threatened to engulf the world of Mu. These warriors were chosen for their exceptional talent and potential, and they underwent rigorous training to master both martial combat and the arcane arts. The Magic Gladiators draw their power from the forces of light and darkness, allowing them to wield a variety of magical spells while excelling in close-quarters combat. They are skilled with a wide range of weapons, including swords, axes, spears, and even magic staves. This versatility makes them formidable opponents in battles, capable of adapting to various combat situations. As the Magic Gladiators progress in their journey, they can unlock powerful abilities and skills unique to their class. These abilities often enhance their physical prowess, granting them increased strength and resilience. They can also harness elemental magic, such as fire, ice, and lightning, to deal devastating damage to their enemies. In the world of Mu, Magic Gladiators play a crucial role in defending the land from the forces of darkness. They are often seen as the last line of defense against the ancient evil that seeks to conquer the realm. Their ultimate goal is to bring balance and harmony to the realms by eliminating the darkness and restoring peace. I. Magic Gladiator Mechanics and Playstyle Dual Stats Magic Gladiators typically focus on increasing their Strength and Energy stats. Strength enhances their physical damage output, while Energy boosts their magical damage. Agility and Vitality are also important secondary stats that provide increased attack speed and survivability, respectively. Weapon diversity Magic Gladiators can equip a wide range of weapons, including swords, axes, spears, and magic staves. This versatility allows players to choose their preferred weapon type based on their play style. Strength builds Magic Gladiators excel in close-quarters combat, utilizing their physical strength to deal heavy damage with melee weapons. They can engage enemies directly, using their melee skills to unleash devastating combos and powerful strikes. Spellcasting Contrary to pure melee classes, Magic Gladiators can also harness magic spells to augment their damage and utility. They can cast elemental spells to inflict magical damage and crowd-control enemies. Adaptability Magic Gladiators have the advantage of being able to switch their playstyle when needed. They can switch between melee combat and spellcasting depending on the situation, allowing them to adapt to different opponents and environments. Overall, the Magic Gladiator in Mu Online offers a unique playstyle that combines the best of both melee and magical abilities. Players who enjoy a versatile and dynamic gameplay experience will find the Magic Gladiator class to be an exciting choice. II. Magic Gladiator Evolutions & Quests Evolution Requirements Quest NPC Quest Magic Gladiator Character Level 1 N/A N/A Magic Gladiator N/A N/A N/A Dual Master [For the 1st and 2nd Parts of the Quest] 2nd Quest Completed Character level 380 or higher [For the 3rd Part of the Quest] Character level 400 Apostle Devin Cywolf [228.49] [Part 1] " Prove your Strength " [Part 2] " Infiltrate the Barracks of Balgass " [Part 3 ] " Into the Realm of Darkness " Magic Knight Character Level 800 Cent Lorencia [131.147] [Part 1 ] " Qualification test " " [Part 2] 'New Battle I " " [Part 3] 'New Battle II " body { background-color: black; color: white; } table { width: 80%; margin: 20px auto; border-collapse: collapse; border: 2px solid white; } th, td { padding: 10px; text-align: center; border: 1px solid white; } th { background-color: #333; } tr:nth-child(even) { background-color: #222; } tr:nth-child(odd) { background-color: #444; } caption { font-size: 1.5em; margin-bottom: 10px; } III. Character Formulas STAT FORMULA Health 80 + (Level * 1.4) + (VIT * 2.7) Shield Defense ((STR + AGI + ENE) * 2) + ((VIT * 5) * (Level / 200)) + (Level * 12) + (DEF * 2) Ability Gauge 200 + (STR * 0.19) + (AGI * 0.25) + (ENE * 0.19) Mana 300 + (Level * 1.2) + (ENE * 1.5) Minimum Attack Power STR / 6 Maximum Attack Power STR / 4 Minimum Magical Damage ENE / 6.5 Maximum Magical Damage ENE / 3.6 Attack Speed AGI / 18 Defense AGI / 3 PvM Attack Rate (Level * 3) + (AGI * 1) + (ENE * 0.66) + (STR * 0.8) PvP Attack Rate (Level * 4) + (AGI * 2.5) + (STR * 3) + (ENE * 3) PvM Defense Rate 300 (standard value) PvP Defense Rate (Level * 1.5) + (VIT * 1) + (AGI * 2) Minimum Elemental Damage (STR / 21) + (ENE / 21) Maximum Elemental Damage (STR / 16) + (ENE / 16) Elemental Defense 0 (standard value) Elemental Attack Rate (Level * 3) Elemental Defense Rate (Level / 2) IV. Character Specializations 0% bonus base Defense under 800 AGI 7% bonus base Defense between 800 and 1300 AGI 15% bonus base Defense over 1300 AGI 0% bonus base Attack Power under 1500 STR 7% bonus base Attack Power between 1500 and 2000 STR 15% bonus base Attack Power over 2000 STR 0% bonus base Magical DMG under 1500 ENE 7% bonus base Magical DMG between 1500 and 2000 ENE 15% bonus base Magical DMG over 2000 ENE V. Wings body { background-color: #000; color: #fff; font-family: Arial, sans-serif; } table { width: 80%; border-collapse: collapse; } th, td { border: 1px solid #fff; padding: 10px; text-align: center; } th { background-color: #333; } tr:nth-child(odd) { background-color: #222; } tr:nth-child(even) { background-color: #333; } Level Class/Requirements Wings 1 Magic Gladiator " Small Wings of Heaven " 150 Magic Gladiator " Wings of Heaven " 250 Magic Gladiator " Wings of Darkness " 500 Dual Master " Wings of Ruin " 1000 Magic Knight " Wings of Annihilation " VI. Custom Changes & Balancing [UPDATED] Crusher Charge: Now requires 250 ENE & 400 AGI (from 350 ENE). Can be now learned by Magic Gladiator (instead of Dual Master). [UPDATED] Spiral Charge: Now requires 250 ENE & 1200 STR (from 350 ENE). Can be now learned by Magic Gladiator (instead of Dual Master). [UPDATED] Elemental Charge: Can be now learned by Magic Gladiator (instead of Dual Master). Magical DMG formula is now LVL/15 + ENE*0.03 (from LVL/14 + ENE*0.1). [UPDATED] Flame Strike: Now requires 620 STR (from 460 STR). Range & AoE is now 2 (from 3). Can now be used only when wearing a Two-Handed weapon. [UPDATED] Fire Slash now requires 950 STR (from 720 STR). [UPDATED] Chaos Blade: Now requires 1200 STR (from 950). Cast Range is now 1 (from 2). [UPDATED] Fire Blood: Now requires 1550 STR (from 1450). Can now be used only when wearing a Two-Handed weapon. [UPDATED] Ice Blood: Now requires 750 AGI & 1000 STR (from 700 AGI & 700 STR). Cast Range is now 2 (from 3). AoE Range is now 3 (from 2). Its Sword Explosion now does damage in a 2x2 range of the targets hit. Can now be used only when wearing a One-Handed weapon. [UPDATED] Havok Spear now requires 1150 ENE (from 1200 ENE). [UPDATED] Dark Blast AoE Range is now 1 (from 2). [UPDATED] Meteor Slap now requires 1400 ENE (from 1450 ENE) & its AoE Range is now 1 (from 2). [UPDATED] Removed the ENE & reduced the AGI required to equip Mastery (Bloodangel, Darkangel, etc.) Gladiator 2-Hand Swords while slightly increasing the STR required. [UPDATED] Removed the ENE required to equip Mastery (Bloodangel, Darkangel, etc.) Gladiator (1H) Swords. [UPDATED] Reduced the ENE required to equip Mastery (Bloodangel, Darkangel, etc.) set items of EMG. [UPDATED] Reduced the STR required to equip Tier 1 Socket set items of EMG. [UPDATED] Slightly reduced the AGI required to equip Mastery (Bloodangel, Darkangel, etc.) set items of SMG. [UPDATED] [Master Tree] "Gigantic Storm Strengthener" nerfed from 6 ~ 39 ~ 53 (level 1 / 10 / 20) to 5 ~ 24 ~ 32 (level 1 / 10 / 20). [UPDATED] [Master Tree] "Fire Slash Mastery" nerfed from 1.13% ~ 3.44% ~ 7% (level 1 / 10 / 20) to 1.13% ~ 2.71% ~ 5.14% (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] Replaced "Cast Range Enhancement" of Dark Blast with "Attack Speed Enhancement". [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" of Dark Blast. [UPDATED] [Enhancement Tree] Replaced "Hits per Cast Enhancement" of Dark Blast with "Cast Range Enhancement (+2)". [UPDATED] [Enhancement Tree] Removed "Hits per Cast Enhancement" of Havok Spear. [UPDATED] [Enhancement Tree] Removed "AoE Range Enhancement", "Splash Damage Enhancement" & "Hits per Cast Enhancement" of Gigantic Storm. [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" of Evil Spirit. [UPDATED] [Enhancement Tree] "AoE Range Enhancement" of Evil Spirit now requires 20 points and now adds +2 AoE Range. [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" & "Hits per Cast Enhancement" of Chaos Blade. [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" & "Cast Range Enhancement" of Fire Slash. [UPDATED] [Enhancement Tree] Removed "Attack Speed Enhancement" of Fire Blood. [UPDATED] [Enhancement Tree] Replaced "Splash Damage Enhancement" of Fire Blood with "AoE Range Enhancement". [UPDATED] [Enhancement Tree] Removed "Attack Speed Enhancement", "Splash Damage Enhancement" & "Hits per Cast Enhancement" of Ice Blood. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Ice Blood now requires 20 Points and the increase is now 300 (as a special increase).
  5. Dark Knight Lore The Dark Knights possessed unwavering loyalty and a deep connection to the forces of darkness. Through rigorous training and exposure to ancient rituals, these warriors unlocked their true potential and evolved into Blade Knights. This transformation empowered them with heightened physical abilities and mastery over various deadly weapons. The Blade Knights trace their origins back to the ancient continent of MU. Legends spoke of an era when darkness shrouded the land and demonic forces threatened its very existence. In the face of this looming peril, a group of elite warriors emerged, known as the Dark Knights. These warriors dedicated their lives to protecting the realm and its inhabitants from the forces of evil. Blade Knights are renowned for their proficiency in wielding a variety of weapons. They excel in close-quarters combat and can adapt to various combat situations. Whether a massive two-handed sword or dual-wielding blades, Blade Knights can unleash devastating attacks that cleave through enemies and leave a trail of destruction in their wake. These Knights are frontline warriors, often leading the charge into battle. They employ a combination of brute strength, and expert swordsmanship to overwhelm their opponents. Their versatility allows them to engage in solo combat and group battles, making them valuable assets in any party or guild. Once Blade Knights have achieved exceptional strength and skill, they can ascend further to become Blade Masters. The path to becoming a Blade Master is arduous, requiring the completion of challenging quests and overcoming powerful adversaries. As Blade Masters, their combat prowess peaks, allowing them to strike with unparalleled speed and devastating force. I. Dark Knight Mechanics and Playstyle The Dark Knight's playstyle revolves around being a durable melee combatant with strong offensive capabilities. They are adept at soaking up damage, engaging enemies in close combat, and providing support to their party members. Whether as a stalwart defender or a fearsome damage dealer, the Dark Knight class offers a versatile and engaging play experience over the New Squad grounds. Durability The Dark Knight excels in durability, making them a reliable front-line tank. They possess high base health and defense, allowing them to withstand significant amounts of damage from enemies. Their resilience is further enhanced by the ability to use defensive abilities and shields, providing additional protection against incoming attacks. Potent Close Combat Skills The Dark Knight specializes in close-quarters combat, wielding two-handed weapons, two one-handed, weapons, or one-handed swords and shields. They have access to a variety of skills that focus on dealing direct damage to enemies at close range. With their exceptional strength and proficiency in swordsmanship, Dark Knights can unleash devastating combos and strikes, obliterating foes in their path. Versatile Offensive and Defensive Skills Dark Knights possess a range of offensive and defensive skills that enhance their combat effectiveness. They can unleash powerful attacks blasting through enemies in the process. Additionally, they have access to defensive skills that bolster their survivability or provide support to their allies, such as damage reduction buffs or crowd control abilities. Party Support While the Dark Knight primarily focuses on their own survivability and damage output, they also bring supportive benefits to party play. They can provide defensive buffs to increase the overall durability of their allies or enhance their party members' damage output through party-wide buffs. This makes the Dark Knight a valuable asset in PvP group battles and PvE scenarios. Strategic Positioning Despite their strong defensive capabilities, Dark Knights must still consider their positioning in combat. They need to be mindful of their surroundings and maneuver to their advantage. Positioning themselves to draw enemy attention away from more fragile party members or trapping opponents in corners to maximize the effectiveness of their AoE skills are key tactical considerations. II. Dark Knight Evolutions & Quests Evolution Requirements Quest NPC Quest Dark Knight Character Level 1 N/A N/A Blade Knight Character level 150 or Higher Sebina the Priest Devias [183.32] [Part 1] " Secure the Scroll of the Emperor " [Part 2] " The Three Treasures of MU " Blade Master [For the 1st and 2nd Parts of the Quest] 2nd Quest Completed Character level 380 or higher [For the 3rd Part of the Quest] Character level 400 Apostle Devin Cywolf [228.49] [Part 1] " Prove your Strength " [Part 2] " Infiltrate the Barracks of Balgass " [Part 3] " Into the Realm of Darkness " Dragon Knight Character Level 800 Cent Lorencia [131.147] [Part 1] " Qualification test " [Part 2] " New Battle I " [Part 3] " New Battle II " body { background-color: black; color: white; } table { width: 80%; margin: 20px auto; border-collapse: collapse; border: 2px solid white; } th, td { padding: 10px; text-align: center; border: 1px solid white; } th { background-color: #333; } tr:nth-child(even) { background-color: #222; } tr:nth-child(odd) { background-color: #444; } caption { font-size: 1.5em; margin-bottom: 10px; } III. Character Formulas STAT FORMULA Health 80 + (Level * 1.5) + (VIT * 3) Shield Defense ((STR + AGI + ENE) * 2) + ((VIT * 5)*(Level / 200)) + (Level * 12) + (DEF * 2) Ability Gauge 200 + (STR * 0.2) + (AGI * 0.35) Mana 350 + (Level * 0.8) + (ENE * 2) Minimum Attack Power STR / 7 Maximum Attack Power STR / 4 Attack Speed AGI / 22 Defense AGI / 4 PvM Attack Rate (Level * 3) + (AGI * 1.25) + (STR * 0.75) PvP Attack Rate (Level * 4) + (AGI * 2.5) + (STR * 3.5) PvM Defense Rate 300 (standard value) PvP Defense Rate (Level * 1.5) + (VIT * 1) + (AGI * 2) Minimum Elemental Damage STR / 20 Maximum Elemental Damage STR / 15 Elemental Defense 0 (standard value) Elemental Attack Rate (Level * 3) Elemental Defense Rate (Level / 2) IV. Character Specializations 0% bonus base Defense under 800 AGI 7% bonus base Defense between 800 and 1300 AGI 15% bonus base Defense over 1300 AGI 0% bonus base Attack Power under 1500 STR 7% bonus base Attack Power between 1500 and 2000 STR 15% bonus base Attack Power over 2000 STR body { background-color: #000; color: #fff; font-family: Arial, sans-serif; } table { width: 80%; border-collapse: collapse; } th, td { border: 1px solid #fff; padding: 10px; text-align: center; } th { background-color: #333; } tr:nth-child(odd) { background-color: #222; } tr:nth-child(even) { background-color: #333 V. Wings Level Class/Requirements Wings 1 Dark Knight " Small Wings of Satan " 150 Dark Knight " Wings of Satan " 250 Blade Knight " Wings of Dragon " 500 Blade Master " Wings of Storm " 1000 Dragon Knight " Wings of Flame God " VI. Custom Changes & Balancing [UPDATED] Death Stab: Now requires 650 STR (from 550 STR). AoE Range is now 0 (from 1). [UPDATED] Rageful Blow: Now requires 900 STR (from 620 STR). AoE Range is now 4 (from 5). [UPDATED] Sword Blow: Cast Range is now 4 (from 3) AoE Range is now 4 (from 3). [UPDATED] Sword Fury: Now requires 1200 STR (from 1060 STR). Can now be learned by Blade Knight (instead of Blade Master). [UPDATED] Solid Protection: Can now be learned by Blade Knight (instead of Blade Master). [UPDATED] Strong Belief: Now requires 800 AGI (from 860 AGI). Can now be learned by Blade Knight (instead of Blade Master). [UPDATED] Reduced the STR required to equip Mastery (Bloodangel, Darkangel, etc.) set items of BK. [UPDATED] Slightly reduced the STR required to equip Mastery (Bloodangel, Darkangel, etc.) Knight Swords. [UPDATED] Changes to Socket for BK: Removed the Brave & Lazy Wind socket sets from the game. Titan (Tier 1) & Stormwing (Tier 2) sets now require low STR & low AGI in order to equip them (so they can be used by both SBK & ABK). [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] [Master Tree] Removed "Sword Fury Strengthener" from the Master Tree. [UPDATED] [Master Tree] "Solid Protection Mastery" nerfed from 4 ~ 31 ~ 50 (level 1 / 10 / 20) to 3 ~ 19 ~ 29 (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] Removed "Health Conversion Enhancement", "Damage Conversion Enhancement" & "Party Defense Enhancement" skills (part of Solid Protection Enhancement). [UPDATED] [Enhancement Tree] "Solid Protection Enhancement" nerfed from 63 ~ 90 ~ 120 (level 1 / 10 / 20) to 6 ~ 30 ~ 80 (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] "Health Enhancement" (part of Solid Protection Enhancement) now has a maximum level of 20 (instead of 15) and the increase is now 103 ~ 241 ~ 462 (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] "Party Damage Enhancement" (part of Solid Protection Enhancement) nerfed from 29 ~ 57 ~ 107 (level 1 / 10 / 20) to 4 ~ 19 ~ 53 (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] Replaced "Splash Damage Enhancement" of Fire Blow with "Attack Speed Enhancement". [UPDATED] [Enhancement Tree] Removed Hits per Cast Enhancement of Fire Blow. [UPDATED] [Enhancement Tree] Removed "Cast Range Enhancement" of Fire Blow. [UPDATED] [Enhancement Tree] Skill Damage Enhancement of Fire Blow now requires 20 Points and the increase is now 600 (as a special increase). [UPDATED] [Enhancement Tree] Removed "AoE Range Enhancement" & "Hits per Cast Enhancement" of Death Stab. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Death Stab now requires 20 Points and the increase is now 600 (as a special increase). [UPDATED] [Enhancement Tree] Removed "Attack Speed Enhancement" of Rageful Blow. [UPDATED] [Enhancement Tree] Replaced "Hits per Cast Enhancement (+3)" of Rageful Blow with "Hits per Cast Enhancement (+1)". [UPDATED] [Enhancement Tree] Replaced "Attack Speed Enhancement"t of Sword Blow with "AoE Range Enhancement". [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" & "Hits per Cast Enhancement" of Sword Blow. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Sword Blow now requires 20 Points and the increase is now 300 (as a special increase). [UPDATED] [Enhancement Tree] Removed "AoE Range Enhancement" & "Splash Damage Enhancement" of Destruction. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Destruction now requires 20 Points and the increase is now 600 (as a special increase).
  6. Dark Wizard Lore Long ago, the sorcerers of Arka roamed the lands, revered as wise scholars and protectors of ancient knowledge. They were attuned to the natural forces that shaped the world, harnessing the power of fire, ice, and lightning. The Arka descendants had an innate ability to manipulate these elemental energies, channeling them into devastating spells. As time passed, a group of these mages became deeply enamored with the mysteries of the arcane arts. They delved into forbidden knowledge, exploring the depths of magic beyond what was deemed safe. Consumed by their insatiable thirst for power, they abandoned their previous roles as guardians of wisdom and delved deeper into the study of elemental magic. Among them, a select group of scholars, seekers of forbidden knowledge, delved into the darkest aspects of magic, willing to embrace the shadows to gain ultimate power. These individuals, known as Dark Wizards, were drawn to the allure of arcane secrets and the untapped potential of dark magic. They sought out ancient tomes and esoteric rituals, exploring the forbidden depths of their craft. Through their relentless pursuit, they gained a deep understanding of the hidden forces in the shadows, even learning to control the evil spirits of the Underworld. A desire for power, knowledge, and control drives Dark Wizards. They manipulate the very essence of darkness and channel it into devastating spells and curses. Their mastery of dark magic allows them to cast spells that, inflict curses, and manipulate shadows to their advantage, while keeping the ability to harness and use the power of the elements, as their ancestors did. As Dark Wizards continued to advance in their magical prowess, some sought to unlock even more significant potential. These ambitious individuals embarked on a path of self-discovery, delving deeper into the mysteries of the soul and the intricate connections between life force and magic. Through their journey, they transcended their status as Dark Wizards, evolving into Soul Masters. Soul Masters are attuned to the inner energies of living beings and possess a unique understanding of the elemental plains. They have learned to manipulate this energy, using it to enhance their powers and cast devastating spells. With their heightened mastery over fire-based magic, Soul Masters can engulf their enemies in scorching flames, leaving a trail of destruction in their wake. The 'Soul Master' transformation is not only physical but also spiritual. They have transcended the boundaries of mere mortals, gaining insight into the very essence of existence. They embody the delicate balance between light and darkness, life and death, and their powers reflect this harmonious connection. I. Dark Wizard Mechanics and Playstyle The Dark Wizard playstyle revolves around strategic positioning, skill management, and the ability to control the battlefield. They are masters of magic, dealing devastating damage while maintaining control over groups of enemies. Their enhanced defense, their offensive capabilities, and crowd control make them a formidable force on the New Squad Battlefields. Magic-based Class The Dark Wizard relies heavily on magic to deal damage and control the battlefield. They have many offensive spells that can be cast from a distance. Their spells, including fire, ice, and lightning, are primarily elemental-based, allowing for versatile gameplay. Mana Management Mana management is crucial for Dark Wizards as their spells consume mana. Dark Wizards may need to strategically use potions to replenish their mana during intense battles, at least in the game's early stages. AoE Damage The Dark Wizard excels at dealing with AoE damage, making them formidable against groups of enemies. They can unleash powerful spells that hit multiple targets at once, clearing waves of monsters efficiently. This makes them valuable in party situations where crowd control and clearing mobs are essential. Crowd Control The Dark Wizard has access to spells that can crowd control enemies, such as slowing or disrupting their position. This enables the Dark Wizard to control the flow of battle and give their party members an advantage. The ability to slow down enemies is particularly useful in PvP encounters. Defense Despite their defensive stats and skills, they can also rely on their offensive abilities and crowd control to keep enemies at bay and avoid taking direct hits using spells like Teleport or Lightning. Positioning and timing are crucial for Dark Wizards to minimize damage received and maximize their effectiveness. Burst Damage Dark Wizards excel at dealing burst damage, particularly with their high-level spells. They can unleash devastating spells that can quickly eliminate foes. Timing and skill management are essential to maximize the potential of their burst damage capabilities. Support Abilities While primarily a damage-dealing class, Dark Wizards also possess some support abilities. They can provide utility to their party members through spells that provide a defensive magic shield or enhance magical damage. Dark Wizards can contribute to the success of a party by boosting their allies' effectiveness. II. Dark Wizard Evolutions & Quests Evolution Requirements Quest NPC Quest Dark Wizard Character Level 1 N/A N/A Soul Master Character level 150 or Higher Sebina the Priest Devias [183.32] [Part 1] " Secure the Scroll of the Emperor " [Part 2] " The Three Treasures of MU " Grand Master [For the 1st and 2nd Parts of the Quest] 2nd Quest Completed Character level 380 or higher [For the 3rd Part of the Quest] Character level 400 Apostle Devin Cywolf [228.49] [Part 1] " Prove your Strength " [Part 2] " Infiltrate the Barracks of Balgass " [Part 3] " Into the Realm of Darkness " Soul Wizard Character Level 800 Cent Lorencia [131.147] [Part 1] " Qualification test " [Part 2] " New Battle I " [Part 3] " New Battle II " body { background-color: black; color: white; } table { width: 80%; margin: 20px auto; border-collapse: collapse; border: 2px solid white; } th, td { padding: 10px; text-align: center; border: 1px solid white; } th { background-color: #333; } tr:nth-child(even) { background-color: #222; } tr:nth-child(odd) { background-color: #444; } caption { font-size: 1.5em; margin-bottom: 10px; } III. Character Formulas STAT FORMULA Health 80 + (Level * 1.3) + (VIT * 2.4) Shield Defense ((STR + AGI + ENE) * 2) + ((VIT * 5) * (Level / 200)) + (Level * 12) + (DEF * 2) Ability Gauge 200 + (ENE * 0.2) + (AGI * 0.35) Mana 250 + (Level * 1.5) + (ENE * 1) Minimum Magical Damage ENE / 5 Maximum Magical Damage ENE / 3 Attack Speed AGI / 16 Defense AGI / 3 PvM Attack Rate (Level * 3) + (AGI * 1.2) + (ENE * 0.75) PvP Attack Rate (Level * 4) + (AGI * 2.5) + (ENE * 3.5) PvM Defense Rate 300 (standard value) PvP Defense Rate (Level * 1.5) + (VIT * 1) + (AGI * 2) Minimum Elemental Damage ENE / 20 Maximum Elemental Damage ENE / 15 Elemental Defense 0 (standard value) Elemental Attack Rate (Level * 3) Elemental Defense Rate (Level / 2) IV. Character Specializations 0% bonus base Defense under 800 AGI 7% bonus base Defense between 800 and 1300 AGI 15% bonus base Defense over 1300 AGI 0% bonus base Magical DMG under 1500 ENE 7% bonus base Magical DMG between 1500 and 2000 ENE 15% bonus base Magical DMG over 2000 ENE V. Wings body { background-color: #000; color: #fff; font-family: Arial, sans-serif; } table { width: 80%; border-collapse: collapse; } th, td { border: 1px solid #fff; padding: 10px; text-align: center; } th { background-color: #333; } tr:nth-child(odd) { background-color: #222; } tr:nth-child(even) { background-color: #333; } Level Class/Requirements Wings 1 Dark Wizard " Small Wings of Heaven " 150 Dark Wizard " Wings of Heaven " 250 Soul Master " Wings of Soul " 500 Grand Master " Wings of Eternal " 1000 Soul Wizard " Wings of Elysium " VI. Custom Changes & Balancing [UPDATED] Twister now requires 140 ENE (from 155 ENE). [UPDATED] Inferno now requires 255 ENE (from 225). [UPDATED] Evil Spirit now requires 485 ENE (from 330 ENE). [UPDATED] Teleport now requires 300 AGI (from 250 AGI). [UPDATED] Ice Storm now requires 610 ENE and 500 AGI (from 850 ENE and 450 AGI). [UPDATED] Decay now requires 840 ENE (from 720 ENE). [UPDATED] Slightly reduced the STR required to equip Mastery (Bloodangel, Darkangel, etc.) & Tier 1 Socket set items of SM. [UPDATED] Meteor Strike now requires 1180 ENE (from 1220). [UPDATED] [Master Tree] Removed "Decay Strengthener" from the SM's Master Tree. [UPDATED] [Master Tree] "Soul Barrier Strengthener" nerfed from 1.81% ~ 10.02% ~ 13.52% (level 1 / 10 / 20) to 0.5% ~ 4.3% ~ 6% (level 1 / 10 / 20). [UPDATED] [Master Tree] "Soul Barrier Proficiency" nerfed from 8s ~ 51s ~ 70s (level 1 / 10 / 20) to 3s ~ 24s ~ 33s (level 1 / 10 / 20). [UPDATED] [Enhancement Tree] Replaced "Splash Damage Enhancement" of Meteor Strike with "Attack Speed Enhancement". [UPDATED] [Enhancement Tree] Removed "Hits per Cast Enhancement" of Meteor Strike. [UPDATED] [Enhancement Tree] "Skill Damage Enhancement" of Meteor Strike now requires 20 Points and the increase is now 250 (as a special increase). [UPDATED] [Enhancement Tree] Replaced "Hits per Cast Enhancement" of Meteor Storm with "Cooldown Removal Enhancement". [UPDATED] [Enhancement Tree] Removed "Hits per Cast Enhancement" & "Attack Speed Enhancement" of Meteor Storm. [UPDATED] [Enhancement Tree] Removed "Splash Damage Enhancement" of Evil Spirit. [UPDATED] [Enhancement Tree] "AoE Range Enhancement" of Evil Spirit now requires 20 points and now adds +2 AoE Range.
  7. Release date: 10.06.2023 at 01:00 - A small server restart will be needed. Note: You need to download the new full client (V6) in order to continue playing. 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 of 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: [FIXED] All skills tooltips to appear correctly when using lower resolutions. [UPDATED] Reduced mana cost of Ice from 38 to 5. [UPDATED] Increased mana cost of Fire Ball from 3 to 6. [UPDATED] Increased mana cost of Power Wave from 5 to 7. [UPDATED] Reduced mana cost of Lighting from 15 to 10. [UPDATED] Increased mana cost of Meteorite from 12 to 15. [UPDATED] Reduced mana cost of Twister from 60 to 40. [UPDATED] Reduced mana cost of Inferno from 200 to 75. [UPDATED] Multi-Shot range is now 6 (won't do damage in higher than 6 range). [UPDATED] Power Slash Cast Range is now 5 tiles (but you can still do damage in 6 range by attacking the ground from some angles). [FIXED] Crusher Charge defense formula from tooltip. [UPDATED] Chaotic Diseier Cast Range is now 3 (5 with Dark Horse) but you can still attack up to 5 range when targetting the ground, if you don't have a Horse. [UPDATED] Lightning Storm's Cast Range is now 3. [UPDATED] Removed Power Wave from RW (can't work on RW) and added back Fire Ball (as her Tier 1 shop skill). [UPDATED] Fire Ball - ENE required is now 52 and base damage is slightly raised. [UPDATED] Removed Skill Specialization from the following early skills: Energy Ball, Ice, Fire Ball, Power Wave, Lighting, Meteorite, Twister. [UPDATED] Slightly adjusted the base damage & scaling damage of Energy Ball, Ice, Fire Ball, Power Wave, Lighting, Meteorite & Flame to have a better progression when they matter (between 25~200 energy). [UPDATED] Dragon Roar Cooldown is now 1s. [UPDATED] Removed the push effect from the Cyclone, Lunge, Slash & Uppercut weapon skills. The only weapon skill left with a push effect is Falling Slash. [FIXED] Orb of Demolish & Orb of Detection to correctly require Royal Slayer instead of Master Slayer. [UPDATED] Reworked starting weapons: SM, SUM, RW, KM, LEM now starts with Skull Staff. GL & BK now starts with Small Axe. IK & DL now starts with Short Sword. MG & SL now starts with 2x Short Swords. RF now starts with 2x Small Axes. [UPDATED] Shops are now in their final, official version (with some changes around). [UPDATED] MG, RF, DL & GL now receive 6 points per level. [UPDATED] The rest of chars outside of MG, RF, DL & GL now receive 50 extra points for finishing the 1st Quest (Scroll of Emperor). [UPDATED] The rest of chars outside of MG, RF, DL & GL now receive 70 extra points for finishing the 2nd Quest. [UPDATED] The rest of chars outside of MG, RF, DL & GL now receive 90 extra points for finishing the Marlon Quest (Ring of Honor). [UPDATED] Reduced the 3rd Quest points reward from 20/20/30 points to 10/15/20 points. [UPDATED] Reduced the 4th Quest points reward from 20/30/50 points to 15/20/25 points. [UPDATED] Reduced the Master Skill Tree stat points upgrades (Improve Strength, Improve Agility, etc.) from 80 points at level 10 and 108 at level 20 to 53 points at level 10 and 72 points at level 20. [FIXED] Some coordonates like 8, 18, 28, etc. showing as "w:", "s:", etc. instead of their number. [FIXED] Slide to correctly be active by default - now we'll use it for all the global messages that were used before for different tips & info. [FIXED] Chat messages representation ingame. Previously (random example): [Guild]rDy :Message. Now: [Guild] rDy: Message. [FIXED] Guild chat color and Gens chat color being switched. [UPDATED] Improved Options Menu & related functions, highly reducing the situations where you have selected options that are not actually active and vice-versa. [UPDATED] Removed the Quest Info pop-up window that was always appearing, since we don't use those quests anyway. [UPDATED] Removed the Guide Quest, Repeating Quest & Rewarding Quest from T menu since we will never use them, only the tutorial quest tab remained since we may use it in future. [UPDATED] Disabled EvoMon mini-game since we'll never use it and also disabled its "Score" window. [UPDATED] Kanturu Underground is now called Kanturu Depths - the initial name was too long to be correctly represented. [UPDATED] Removed Rank 4 Errtel & Rank 5 Errtel upgrades from Adniel since they're not supported right now. [UPDATED] Removed monsters special attributes when hovering over them. [UPDATED] Maximum Attack Speed for all classes is now 300. [UPDATED] Skill Damage % for BK, SMG, DL, GL, SL & IK is now static 200%, without the possibility to raise it further. [UPDATED] SD Formula for all classes except DL & RF is now ((STR+AGI+ENE)*2)+((VIT*5)*(Level/200))+(Level*12)+(DEF*2). [UPDATED] SD Formula for DL is now ((STR+AGI+ENE+CMD)*2)+((VIT*5)*(Level/200))+(Level*12)+(DEF*2). [UPDATED] SD Formula for RF is now ((STR+AGI+ENE+CMD)*2)+((VIT*3)*(Level/200))+(Level*12)+(DEF*2). So, what happens now is that the VIT will exponentially affect your total SD starting from level 200. The higher the character level & VIT the more SD you'll have. For us, VIT was always (starting from S6) a stat that is 90% related to PvP, so in order to highlight that even more, we're tieing it to a 100% PvP element, which is SD. Which means if you only care about PvM you can ignore the VIT outside of the comfortable PvM values, but if you care about PvP resistance you can't ignore the VIT anymore. [UPDATED] Characters formulas & Character Specializations: [SM] Attack Speed formula is now AGI/12. Defense formula is now AGI/3. PvP Defense rate formula is now (Level*2) + (AGI*2). PvP Attack rate formula is now (Level*2.5) + (AGI*1.5) + (ENE*2). Minimum Magical DMG formula is now ENE/7. Maximum Magical DMG formula is now ENE/3. HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Magical DMG under 1500 ENE. 7% bonus base Magical DMG between 1500 and 2000 ENE. 15% bonus base Magical DMG over 2000 ENE. [BK] Attack Speed formula is now AGI/18. PvP Defense rate formula is now (Level*2) + (AGI*1.5). PvP Attack rate formula is now (Level*2.5) + (AGI*1) + (STR*1.8). Minimum Attack Power formula is now STR/6. Maximum Attack Power formula is now STR/3. HP formula is now (Level*1.5) + (VIT*3). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Attack Power under 1500 STR. 7% bonus base Attack Power between 1500 and 2000 STR. 15% bonus base Attack Power over 2000 STR. [ELF] Attack Speed formula is now AGI/30. Defense formula is now AGI/7. PvP Defense rate formula is now (Level*2) + (AGI*1). PvP Attack rate formula is now (Level*2.5) + (AGI*0.7) + (STR*2.2). Minimum Attack Power formula is now (STR/3) + (AGI/8). Maximum Attack Power formula is now (STR/1) + (AGI/4). HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 1500 AGI. 7% bonus base Defense between 1500 and 2000 AGI. 15% bonus base Defense over 2000 AGI. 0% bonus base Attack Power under 800 STR. 7% bonus base Attack Power between 800 and 1300 STR. 15% bonus base Attack Power over 1300 STR. [MG] Attack Speed formula is now AGI/15. Defense formula is now AGI/3. PvP Defense rate formula is now (Level*2) + (AGI*2). PvP Attack rate formula is now (Level*2.5) + (AGI*1.4) + (STR*2) + (ENE*1.7). Minimum Attack Power formula is now STR/5. Maximum Attack Power formula is now STR/3. Minimum Magical DMG formula is now ENE/6. Maximum Magical DMG formula is now ENE/3. HP formula is now (Level*1.4) + (VIT*2.7). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Attack Power under 1500 STR. 7% bonus base Attack Power between 1500 and 2000 STR. 15% bonus base Attack Power over 2000 STR. 0% bonus base Magical DMG under 1500 ENE. 7% bonus base Magical DMG between 1500 and 2000 ENE. 15% bonus base Magical DMG over 2000 ENE. [DL] Attack Speed formula is now AGI/12. Defense formula is now AGI/4. PvP Defense rate formula is now (Level*2) + (AGI*2.5). PvP Attack rate formula is now (Level*2.5) + (AGI*1.6) + (STR*2). Minimum Attack Power formula is now (STR/7) + (ENE/10). Maximum Attack Power formula is now (STR/4) + (ENE/6). HP formula is now (Level*1.2) + (VIT*2.3). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Attack Power under 1500 STR. 7% bonus base Attack Power between 1500 and 2000 STR. 15% bonus base Attack Power over 2000 STR. [SUM] Attack Speed formula is now AGI/18. Defense formula is now AGI/4. PvP Defense rate formula is now (Level*2) + (AGI*2). PvP Attack rate formula is now (Level*2.5) + (AGI*1.3) + (ENE*2.2). Minimum Magical DMG formula is now ENE/8. Maximum Magical DMG formula is now ENE/4. HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Magical DMG under 1500 ENE. 7% bonus base Magical DMG between 1500 and 2000 ENE. 15% bonus base Magical DMG over 2000 ENE. 0% bonus base Curse DMG under 1500 ENE. 7% bonus base Curse DMG between 1500 and 2000 ENE. 15% bonus base Curse DMG over 2000 ENE. [RF] Attack Speed formula is now AGI/14. Defense formula is now AGI/5. PvP Defense rate formula is now (Level*2) + (AGI*1) + (VIT*1). PvP Attack rate formula is now (Level*2.5) + (AGI*1.2) + (STR*2.2) + (VIT*1.2). Minimum Attack Power formula is now (STR/4) + (VIT/9). Maximum Attack Power formula is now (STR/2) + (VIT/4). HP formula is now (Level*1.2) + (VIT*2.2). Character Specializations: 0% bonus base Defense under 1500 AGI. 7% bonus base Defense between 1500 and 2000 AGI. 15% bonus base Defense over 2000 AGI. 0% bonus base Attack Power under 800 STR. 7% bonus base Attack Power between 800 and 1300 STR. 15% bonus base Attack Power over 1300 STR. [GL] Attack Speed formula is now AGI/18. Defense formula is now AGI/5. PvP Defense rate formula is now (Level*2) + (AGI*1) + (STR*1). PvP Attack rate formula is now (Level*2.5) + (AGI*1.5) + (STR*2). Minimum Attack Power formula is now (STR/5) + (AGI/9). Maximum Attack Power formula is now (STR/2) + (AGI/4). HP formula is now (Level*1.5) + (VIT*3). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Attack Power under 1500 STR. 7% bonus base Attack Power between 1500 and 2000 STR. 15% bonus base Attack Power over 2000 STR. [RW] Attack Speed formula is now AGI/14. Defense formula is now AGI/3. PvP Defense rate formula is now (Level*2) + (AGI*2.4). PvP Attack rate formula is now (Level*2.5) + (AGI*1.4) + (ENE*2.2). Minimum Magical DMG formula is now ENE/5. Maximum Magical DMG formula is now ENE/3. HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Magical DMG under 1500 ENE. 7% bonus base Magical DMG between 1500 and 2000 ENE. 15% bonus base Magical DMG over 2000 ENE. [SL] Attack Speed formula is now AGI/20. Defense formula is now AGI/5. PvP Defense rate formula is now (Level*2) + (AGI*1.5). PvP Attack rate formula is now (Level*2.5) + (AGI*1.4) + (STR*2.2). Minimum Attack Power formula is now (STR/5) + (AGI/8). Maximum Attack Power formula is now (STR/2) + (AGI/4). HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 1500 AGI. 7% bonus base Defense between 1500 and 2000 AGI. 15% bonus base Defense over 2000 AGI. 0% bonus base Attack Power under 800 STR. 7% bonus base Attack Power between 800 and 1300 STR. 15% bonus base Attack Power over 1300 STR. [GC] Attack Speed formula is now AGI/16. Defense formula is now AGI/3. Fixed Fire now reduces 50% of the base DEF and increases 20% of the base Magical DMG. PvP Defense rate formula is now (Level*2) + (AGI*2.2). PvP Attack rate formula is now (Level*2.5) + (AGI*2) + (ENE*1.4). Minimum Magical DMG formula is now ENE/8. Maximum Magical DMG formula is now ENE/4. HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Magical DMG under 1500 ENE. 7% bonus base Magical DMG between 1500 and 2000 ENE. 15% bonus base Magical DMG over 2000 ENE. [KM] Attack Speed formula is now AGI/18. Defense formula is now AGI/4. PvP Defense rate formula is now (Level*2) + (AGI*2.2). PvP Attack rate formula is now (Level*2.5) + (AGI*1.4) + (ENE*2.2). Minimum Magical DMG formula is now ENE/7. Maximum Magical DMG formula is now ENE/4. HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Magical DMG under 1500 ENE. 7% bonus base Magical DMG between 1500 and 2000 ENE. 15% bonus base Magical DMG over 2000 ENE. [LEM] Attack Speed formula is now AGI/18. Defense formula is now AGI/3. PvP Defense rate formula is now (Level*2) + (AGI*2). PvP Attack rate formula is now (Level*2.5) + (AGI*1.5) + (ENE*2). Minimum Magical DMG formula is now ENE/5. Maximum Magical DMG formula is now ENE/3. HP formula is now (Level*1.3) + (VIT*2.4). Character Specializations: 0% bonus base Defense under 800 AGI. 7% bonus base Defense between 800 and 1300 AGI. 15% bonus base Defense over 1300 AGI. 0% bonus base Magical DMG under 1500 ENE. 7% bonus base Magical DMG between 1500 and 2000 ENE. 15% bonus base Magical DMG over 2000 ENE. [IK] Attack Speed formula is now AGI/20. Defense formula is now AGI/5. PvP Defense rate formula is now (Level*2) + (AGI*2). PvP Attack rate formula is now (Level*2.5) + (AGI*1.4) + (STR*2.2). Minimum Attack Power formula is now (STR/7) + (AGI/10). Maximum Attack Power formula is now (STR/4) + (AGI/6). HP formula is now (Level*1.4) + (VIT*2.6). Character Specializations: 0% bonus base Defense under 1500 AGI. 7% bonus base Defense between 1500 and 2000 AGI. 15% bonus base Defense over 2000 AGI. 0% bonus base Attack Power under 800 STR. 7% bonus base Attack Power between 800 and 1300 STR. 15% bonus base Attack Power over 1300 STR. IMPORTANT NOTE: Currently only Attack Speed, Elemental Stats & Character Specialization bonuses are showing correctly in (C), the rest of stats (attack power, defense, rate, etc. are showing values based on default formulas not on our new formulas. [UPDATED] Implemented the Tiers & drops for all skills outside the "RUUD" skills a.k.a the final skills: Tier 0 Skills: Flame, Teleport, Drain Life, Harsh Strike. They can be dropped from Monsters between Level 19 & 42 with the full drop rate. Example of maps: Elbeland 2-3, Devias 1-4, Dungeon 1-2. They can be dropped from Monsters between Level 43 & 64 with 30% of the full drop rate. Example of maps: Dungeon 3, Atlans 1-3, Lost Tower 1-7. They can be dropped from Monsters over Level 128 with a very very low chance. Example of maps: Any map that requires at least level 400. Tier 1 Skills: Inferno, Teleport Ally, Twisting Slash, Greater Fortitude, Penetration, Fire Burst, Chain Lighting, Darkness, Chain Drive, Dragon Roar, Spin Step, Death Ice, Shining Bird, Charge Slash. They can be dropped from Monsters between Level 43 & 64 with the full drop rate. Example of maps: Dungeon 3, Atlans 1-3, Lost Tower 1-7. They can be dropped from Monsters between Level 65 & 87 with 30% of the full drop rate. Example of maps: Tarkan 1-2, Aida 1-2, Icarus, Kanturu 1-2, Karutan 1. They can be dropped from Monsters over Level 128 with a very very low chance. Example of maps: Any map that requires at least level 400. Tier 2 Skills: Evil Spirit, Soul Barrier, Death Stab, Destruction, Ice Arrow, Flame Strike, Critical Damage, Explosion, Damage Reflection, Berserker, Increase Health, Magic Pin, Obsidian, Magic Arrow, Haste, Sword Inertia, Demolish, Ice Break, Dark Plasma, Reflection Barrier, Marvel Burst, Blessing, Illusion Avatar. They can be dropped from Monsters between Level 65 & 87 with the full drop rate. Example of maps: Tarkan 1-2, Aida 1-2, Icarus, Kanturu 1-2, Karutan 1. They can be dropped from Monsters between Level 88 & 105 with 30% of the full drop rate. Example of maps: Tarkan 1-2, Aida 1-2, Icarus, Kanturu 1-2, Karutan 1. They can be dropped from Monsters over Level 128 with a very very low chance. Example of maps: Any map that requires at least level 400. Tier 3 Skills: Blast, Ice Storm, Rageful Blow, Strong Belief, Multi-Shot, Greater Damage, Greater Defense, Fire Slash, Gigantic Storm, Fire Scream, Electric Spark, Requiem, Lightning Shock, Sleep, Dark Side, Dragon Slasher, Breche, Plasma Ball, Runic Burst, Bat Flock, Death Fire, Dragon Violent, Unleash Marvel, Illusion Blade. They can be dropped from Monsters between Level 88 & 105 with the full drop rate. Example of maps: Kanturu 2-3, Karutan 1, Alkmaar, Kanturu Relics, Karutan 2. They can be dropped from Monsters between Level 106 & 125 with 30% of the full drop rate. Example of maps: Kanturu Relics, Karutan 2, Raklion, Vulcanus, Ubaid. They can be dropped from Monsters over Level 128 with a very very low chance. Example of maps: Any map that requires at least level 400. Tier 4 Skills: Decay, Nova, Wizardry Expansion, Sword Fury, Solid Protection, Dex Booster, Greater Elemental Damage, Greater Elemental Defense, Crusher Charge, Elemental Charge, Spiral Charge, Chaotic Diseier, Summon, Pollution, Weakness, Innovation, Ignore Defense, Shining Peak, Wrath, Detection, Fixed Fire, Wind Glaive. They can be dropped from Monsters between Level 106 & 125 with the full drop rate. Example of maps: Kanturu Relics, Karutan 2, Raklion, Vulcanus, Ubaid. They can be dropped from Monsters over Level 128 with a very very low chance. Example of maps: Any map that requires at least level 400. Representation of Skill Tiers based on class: [SM] Tier 0: Flame, Teleport Tier 1: Inferno, Teleport Ally Tier 2: Evil Spirit, Soul Barrier Tier 3: Blast, Ice Storm Tier 4: Decay, Nova, Wizardry Expansion [BK] Tier 0: N/A Tier 1: Twisting Slash, Greater Fortitude Tier 2: Death Stab, Destruction Tier 3: Rageful Blow, Strong Belief Tier 4: Sword Fury, Solid Protection [ELF] Tier 0: N/A Tier 1: Penetration Tier 2: Ice Arrow Tier 3: Multi-Shot, Greater Damage, Greater Defense Tier 4: Dex Booster, Greater Elemental Damage, Greater Elemental Defense [MG] Tier 0: Flame [EMG] Tier 1: Twisting Slash [SMG] Tier 2: Evil Spirit [EMG], Flame Strike [SMG] Tier 3: Blast [EMG], Fire Slash [SMG], Gigantic Storm [EMG] Tier 4: Crusher Charge, Elemental Charge, Spiral Charge. [DL] Tier 0: N/A Tier 1: Fire Burst Tier 2: Critical Damage Tier 3: Fire Scream, Electric Spark Tier 4: Chaotic Diseier, Summon [SUM] Tier 0: Drain Life Tier 1: Chain Lighting, Darkness Tier 2: Explosion, Damage Reflection, Berserker Tier 3: Requiem, Lightning Shock, Sleep Tier 4: Pollution, Weakness, Innovation [RF] Tier 0: N/A Tier 1: Chain Drive, Dragon Roar [ARF] Tier 2: Increase Health Tier 3: Dark Side [ARF], Dragon Slasher [VRF] Tier 4: Ignore Defense [GL] Tier 0: Harsh Strike Tier 1: Spin Step Tier 2: Magic Pin, Obsidian Tier 3: Breche Tier 4: Shining Peak, Wrath [RW] Tier 0: Flame Tier 1: Inferno Tier 2: Magic Arrow, Haste Tier 3: Plasma Ball, Runic Burst Tier 4: Wizardry Expansion [SL] Tier 0: N/A Tier 1: Twisting Slash Tier 2: Sword Inertia, Demolish Tier 3: Rageful Blow, Bat Flock Tier 4: Detection [GC] Tier 0: N/A Tier 1: Death Ice Tier 2: Ice Break, Dark Plasma Tier 3: Death Fire Tier 4: Fixed Fire [KM] Tier 0: Teleport Tier 1: Shining Bird, Teleport Ally Tier 2: Reflection Barrier Tier 3: Blast, Dragon Violent Tier 4: Wizardry Expansion [LEM] Tier 0: Flame Tier 1: Inferno, Teleport Ally Tier 2: Marvel Burst, Blessing Tier 3: Unleash Marvel, Ice Storm Tier 4: Wizardry Expansion [IK] Tier 0: N/A Tier 1: Charge Slash Tier 2: Illusion Avatar Tier 3: Illusion Blade Tier 4: Wind Glaive [UPDATED] Added drop place for all skills in their tooltip (while they are not learnt). [UPDATED] Devilwood Quiver is now a normal, non-socket item. It can be found in BoK+3 & BoK+4 with a power & requirements between Combat Quiver and Bloodangel Quiver. [UPDATED] Dragon Blade is now a normal, non-socket item. It can be found in BoK+3 with its specific tier power & requirements. [UPDATED] Blood Blade is now a normal, non-socket item. It can be found in BoK+4 with its specific tier power & requirements. [UPDATED] Spinel Orb is now a normal, non-socket item. It can be found in BoK+3 with its specific tier power & requirements. [UPDATED] Almandin Orb is now a normal, non-socket item. It can be found in BoK+4 with its specific tier power & requirements. [UPDATED] Weiwen Magic Gun is now a normal, non-socket item. It can be found in BoK+2 with its specific tier power & requirements. [UPDATED] Cannon Magic Gun is now a normal, non-socket item. It can be found in BoK+3 with its specific tier power & requirements. [UPDATED] Paring Short Sword is now a normal, non-socket item. It can be found in BoK+3 with its specific tier power & requirements. [UPDATED] Novakura Short Sword is now a normal, non-socket item. It can be found in BoK+4 with its specific tier power & requirements. [UPDATED] Frost Rune Mace is now a normal, non-socket item. It can be found in BoK+2 with its specific tier power & requirements. [UPDATED] Light Road Rune Mace is now a normal, non-socket item. It can be found in BoK+3 with its specific tier power & requirements. [UPDATED] Pantera Claws is now a normal, non-socket item. It can be found in BoK+3 with its specific tier power & requirements. [UPDATED] Devast Claws Sword is now a normal, non-socket item. It can be found in BoK+4 with its specific tier power & requirements. [UPDATED] Kundun Staff is now an EMG-only weapon. [UPDATED] Removed Crystal Sword, Dragon Spear, Dark Breaker, Destruction Staff, Resurrection Staff, Shining Scepter, Aquagold Crossbow, Great Reign Crossbow, Albatross Bow from BoKs. [UPDATED] Removed Resurrection Staff from shop. [UPDATED] Removed AGI requirement from the Storm Crow set. [UPDATED] Removed Magical Damage % from Magic Books (KM) and buffed the static Magical Damage increase. Starting from Bloodangel, each Magic Book (in combination with a staff) does grant +2 attack speed as well per tier upgrade. [UPDATED] Quivers (ELF) & Magic Books (KM) can only be farmed as EXC. and they are not part of normal, non-exc drops (and are balanced accordingly for the EXC. values). [UPDATED] BoK+1 & BoK+2 can now drop Combat Quiver & Elemental Magic Book, BoK+3 & BoK+4 can now drop Devilwood Quiver & Shining Feather Magic Book. [UPDATED] Reworked Shields Defense & usable classes. [UPDATED] Reworked characters Weapons & Shields progression: [BK] Tier 1 Shop: Sword of Assassin -> Katana -> Gladius -> Falchion + Horn Shield. Tier 2 Shop: Blade -> Lighting Sword + Large Round Shield. BoK+1: Lighting Sword + Large Round Shield. BoK+2: Sword of Destruction + Tower Shield. BoK+3: Knight Blade + Serpent Shield. BoK+4: Brova, AA Sword + Dragon Shield. [SM] Tier 1 Shop: Angelic Staff -> Serpent Staff + Small Shield. Tier 2 Shop: Thunder Staff -> Legendary Staff + Buckler Shield. BoK+1: Legendary Staff + Buckler Shield. BoK+2: Dragon Soul Staff + Skull Shield. BoK+3: Platina Staff + Legendary Shield. BoK+4: Chromatic Staff, AA Staff + Grand Soul Shield. [ELF] Tier 1 Shop: Crossbow -> Bow -> Golden Crossbow -> Elven Bow -> Arquebus -> Battle Bow. Tier 2 Shop: Tiger Bow -> Silver Bow. BoK+1: Silver Bow + Combat Quiver. BoK+2: Celestial Bow + Combat Quiver. BoK+3: Arrow Viper Bow + Devilwood Quiver. BoK+4: Aileen Bow, AA Crossbow + Devilwood Quiver. [SMG] Tier 1 Shop: Sword of Assassin -> Katana -> Gladius -> Falchion + Horn Shield. Tier 2 Shop: Blade -> Lighting Sword + Large Round Shield. BoK+1: Lighting Sword, Rune Blade + Large Round Shield. BoK+2: Sword of Destruction, Sword Dancer + Tower Shield. BoK+3: Dark Reign Blade + Serpent Shield. BoK+4: Thunder Blade, AA Sword + Dragon Shield. [EMG] Tier 1 Shop: Angelic Staff -> Serpent Staff + Small Shield. Tier 2 Shop: Thunder Staff -> Legendary Staff + Buckler Shield. BoK+1: Legendary Staff + Buckler Shield. BoK+2: Skull Shield. BoK+3: Kundun Staff + Legendary Shield. BoK+4: Chromatic Staff, AA Staff. [DL] Tier 1 Shop: Battle Scepter + Horn Shield. Tier 2 Shop: Master Scepter -> Great Scepter + Large Round Shield. BoK+1: Great Scepter + Large Round Shield. BoK+2: Lord Scepter + Tower Shield. BoK+3: Great Lord Scepter + Serpent Shield. BoK+4: Striker Scepter, AA Scepter + Cross Shield. [SUM] Tier 1 Shop: Mystery Stick. Tier 2 Shop: Violent Wind Stick -> Red Wing Stick + Book of Samut. BoK+1: Red Wing Stick + Book of Samut. BoK+2: Ancient Stick + Book of Neil. BoK+3: Demonic Stick + Book of Lagle. BoK+4: Raven Stick, AA Stick. [RF] Tier 1 Shop: Sacred Glove. Tier 2 Shop: Holy Storm Claws. BoK+1: Holy Storm Claws. BoK+2: Piercing Blade Glove. BoK+3: Pantera Claws. BoK+4: Devast Claws, AA Claws. [GL] Tier 1 Shop: Prickle Lance + Horn Shield. Tier 2 Shop: Lapid Lance -> Conmocion Lance + Lapid Shield. BoK+1: Conmocion Lance + Lapid Shield. BoK+2: Alacran Lance + Alacran Shield. BoK+3: Pluma Lance + Pluma Shield. BoK+4: Vis Lance, AA Lance + Vis Shield. [RW] Tier 1 Shop: Elemental Rune Mace + Small Shield. Tier 2 Shop: El Hazard Mace + Buckler Shield. BoK+1: El Hazard Mace + Buckler Shield. BoK+2: Frost Rune Mace + Skull Shield. BoK+3: Light Road Rune Mace + Elemental Shield. BoK+4: AA Rune Mace + El Hazard Shield. [SL] Tier 1 Shop: Sword of Assassin -> Katana -> Gladius -> Falchion. Tier 2 Shop: Blade -> Dacia Short Sword. BoK+1: Dacia Short Sword. BoK+2: Cookery Short Sword. BoK+3: Paring Short Sword. BoK+4: Novakura Short Sword, AA Short Sword. [GC] Tier 1 Shop: Entropy Gun. Tier 2 Shop: Frere Magic Gun. BoK+1: Frere Magic Gun. BoK+2: Weiwen Magic Gun. BoK+3: Cannon Magic Gun. BoK+4: AA Magic Gun. [KM] Tier 1 Shop: Angelic Staff -> Serpent Staff. Tier 2 Shop: Thunder Staff -> Legendary Staff. BoK+1: Legendary Staff + Elemental Magic Book. BoK+2: Dragon Soul Staff + Elemental Magic Book. BoK+3: Platina Staff + Shining Feather Magic Book. BoK+4: Chromatic Staff, AA Staff + Shining Feather Magic Book. [LEM] Tier 1 Shop: Royal Orb + Small Shield. Tier 2 Shop: Myotis Orb + Buckler Shield. BoK+1: Myotis Orb + Buckler Shield. BoK+2: Blue Moon Orb + Skull Shield. BoK+3: Spinel Orb + Legendary Shield. BoK+4: Almandin Orb, AA Orb + Grand Soul Shield. [IK] Tier 1 Shop: Sword of Assassin -> Falchion. Tier 2 Shop: Silver Blade. BoK+1: Silver Blade. BoK+2: Xeno Blade. BoK+3: Dragon Blade. BoK+4: Blood Blade, AA Blade. [UPDATED] Reworked all weapons for the following classes (just for now, we'll continue for all classes): SM, EMG, SUM, RW, GC, KM, LEM. Wiz/curse damage %, stat requirements, attack speed, all of them were touched. Which means now all classes have the same "power-spikes" and the same power that they gain from weapons, same stat requirements, as well as a clear progression between each weapon tier.
  8. Release date: 17.05.2023 at 15:10 - A small server restart will be needed. Note: Make sure to update the client via Launcher (PlayZenith.exe). 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 of 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] Removed ADD from Shop T2 items and increased their level by +1 (so they are now +2 instead of +1). [UPDATED] All skills tooltips are now updated and in their final version. Note: In the close future we'll also add the drop places of the skills and their specialization formulas. [UPDATED] All skills obtained via ML now can no longer be used if you reset your master tree and don't add back the points to unlock them. [UPDATED] Earth Prison Strengthener - maximum level is now 15 and it requires 15 points. [UPDATED] Blood Storm Strengthener - maximum level is now 15 and it requires 15 points. [FIXED] [BK] Strong Belief - previously not working at all, now it works but in a different way: Increase base Defense by 50%. Disable Death Stab & Fire Blow skills. Enable Solid Protection skill. Note: Ignore the attack power showing as reduced in the character panel (c), it is actually the same, only visually reduced there. [UPDATED] [BK] You can no longer have the Strong Belief buff active if you don't have a Shield equipped. [UPDATED] [BK] You can no longer have the Sword Fury buff active if you have a Shield equipped. [UPDATED] [BK] Sword Blow now requires Lv. 10+ Solid Protection Mastery (instead of Death Stab Mastery). [UPDATED] [BK] Death Stab Strengthener - removed cast range increase. [UPDATED] [BK] Death Stab Mastery - maximum level is now 15, it requires 15 points and now also increases cast range by 1 tile. [UPDATED] [BK] Destruction Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [SM] Decay's AoE range is now 2 tiles. [UPDATED] [SM] Ice Storm's AoE range is now 3 tiles. [UPDATED] [ELF] Focus Shot now requires Lv. 10+ Penetration Strengthener (instead of Triple Shot Mastery). [UPDATED] [ELF] Poison Arrow Strengthener - maximum level is now 15 and it requires 15 points. [UPDATED] [ELF] Holy Bolt Strengthener - maximum level is now 15 and it requires 15 points. [UPDATED] [MG] You can no longer have the Spiral Charge buff if you don't have a two-handed sword equipped. [UPDATED] [MG] You can no longer have the Crusher Charge buff if you don't have at least 1 one-handed sword equipped. [UPDATED] [MG] Fire Slash Strengthener - maximum level is now 15 and it requires 15 points. [UPDATED] [MG] Havok Spear now requires Lv. 10+ Gigantic Storm Strengthener (instead of Blast Strengthener). [UPDATED] [MG] Meteor Slap now requires Lv 10+ Flame Strengthener (instead of Blast Strengthener). [UPDATED] [MG] Chaos Blade, Fire Blood & Ice Blood now requires Lv 10+ Fire Slash Mastery (instead of Fire Slash Strengthener). [UPDATED] [DL] Fire Scream Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [SUM] Berserker Mastery - maximum level is now 20 and it requires 20 points. [UPDATED] [SUM] Darkness Mastery - it now requires 20 points. [UPDATED] [SUM] Pollution Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [RF] Dark Side Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [RF] Dark Phoenix Shot now requires Lv. 10+ Dark Side Mastery (instead of Dark Side Strengthener). [UPDATED] [GL] Spin Step Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [RW] Lightning Storm now requires Lv. 10+ Magic Arrow Mastery (instead of Plasma Ball Mastery). [UPDATED] [RW] Plasma Ball Mastery - maximum level is now 15, it requires 15 points and it now reduces the cooldown by 0.5 seconds (travelling distance was bugged). [UPDATED] [RW] Magic Arrow Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [SL] Pierce Attack's Cast Range is now 4 tiles. [UPDATED] [SL] Pierce Attack now requires Lv. 10+ Sword Inertia Mastery (instead of Bat Flock Mastery). [UPDATED] [SL] Detection Strengthener - maximum level is now 15 and it requires 15 points. [UPDATED] [GC] Ice Break Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [GC] Death Fire Mastery - maximum level is now 15 and it requires 15 points. [UPDATED] [KM] Shining Bird's Cast Range is now 5 tiles (it doesn't attack a targeted character from more than 5 tiles), but you can still attack from 6 tiles after skill upgrade if you target the ground. [FIXED] [IK] Blade Storm Strengthener not increasing the skill damage. [UPDATED] [IK] Blade Storm now requires Lv. 10+ Charge Slash Mastery (insteaed of Wind Glaive Mastery). Enhancement Tree changes: [UPDATED] The attack speed enhancement on all skills now increases the speed by +2 per level instead of +1 per level. [UPDATED] Shining Peak, Ultimate Force, Bat Flock & Pierce Attack enhancement now have a higher value on upgrades, similar to rest of skills. [UPDATED] [Debuffs] Characters now auto-purge themselves if they get affected by the Venomous Circle debuff(s) or by the Bloody Circle debuff(s). [UPDATED] [Debuffs] Circle AoE Range Enhancements now require 15 points instead of 10 and increases the AoE range by 1 tile. [UPDATED] [Debuffs] If characters are involved into PvP combat, the Enhancement Tree Skills (Bloodying Hit, Frozen Killer & Poison Storm) are disabled. [FIXED] [BK] Solid Protection Enhancement not working to add points into it. [UPDATED] [BK] Removed Solid Protection - Shield Enhancement (not working). [UPDATED] [BK] Destruction - Attack Speed Enhancement replaced with Cast Range Enhancement (No amount of Attack Speed changes the speed of Destruction). [UPDATED] [BK] Destruction - Hits per Cast Enhancement replaced with Splash Damage Enhancement (Hits per Cast not working). [UPDATED] [SM] Meteor Storm - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [SM] Evil Spirit - Hits per Cast Enhancement replaced with AoE Range Enhancement (and increase by +2 tiles, Hits per Cast not working). [UPDATED] [ELF] Removed Healing Enhancement & Bless Enhancement. You can now progress that tree as well. [UPDATED] [ELF] Raining Arrow - Maximum Targets Enhancement replaced with AoE Range Enhancement (Max. Targets not working). [UPDATED] [ELF] Triple Shot - Hits per Cast Enhancement removed & switched place with Splash Damage Enhancement (Hits per Cast not working). [UPDATED] [MG] Havok Spear - Maximum Targets Enhancement replaced with AoE Range Enhancement (Max. Targets not working). [UPDATED] [MG] Evil Spirit - Hits per Cast Enhancement replaced with AoE Range Enhancement (and increase by +2 tiles, Hits per Cast not working). [UPDATED] [MG] Fire Slash - Hits per Cast Enhancement replaced with Cast Range Enhancement (Hits per Cast not working). [UPDATED] [SUM] Death Scythe - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [SUM] Lightning Shock - Maximum Targets Enhancement replaced with Splash Damage Enhancement (Max. Targets not working). [UPDATED] [RF] Dark Side - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [FIXED] [GL] Shining Peak - Attack Speed Enhancement having incorrect values on upgrades. [UPDATED] [GL] Breche - Maximum Targets Enhancement replaced with Cooldown Removal Enhancement (Max. Targets not working). [UPDATED] [RW] Plasma Ball - Maximum Targets Enhancement replaced with Splash Damage Enhancement (Max. Targets not working). [UPDATED] [SL] Bat Flock - Cast Range Enhancement replaced with Hits per Cast Enhancement (Bat Flock doesn't do damage in any range higher than 5). [UPDATED] [SL] Bat Flock - AoE Range Enhancement replaced with Attack Speed Enhancement (AoE Range can't be increased). [UPDATED] [SL] Bat Flock - Maximum Targets Enhancement replaced with Splash Damage Enhancement (Max. Targets not working). [UPDATED] [SL] Pierce Attack - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [SL] Sword Inertia - Maximum Targets Enhancement replaced with AoE Range Enhancement (Max. Targets not working). [FIXED] [GC] Ice Blast - Cooldown Removal Enhancement. [FIXED] [GC] Ice Blast - Attack Speed Enhancement now requiring 1 point instead of 10 and increasing attack speed on each level up to 10 (like rest of chars). [UPDATED] [GC] Dark Plasma - Maximum Targets Enhancement replaced with Splash Damage Enhancement (Max. Targets not working). [UPDATED] [GC] Dark Plasma - AoE Range Enhancement replaced with Cast Range Enhancement (AoE Range not working). [FIXED] [KM] Spear Storm Enhancement - initial upgrade value showing higher than it is. [FIXED] [KM] Spear Storm - Skill Damage Enhancement having wrong values after the initial upgrade. [FIXED] [KM] Shining Bird - Skill Damage Enhancement having wrong values after the initial upgrade. [UPDATED] [KM] Spear Storm - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [KM] Dragon Violent - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [KM] Shining Bird - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [FIXED] [LEM] Unleash Marvel - AoE Range Enhancement now correctly requiring 10 points instead of 1 and AoE being correctly increased. [UPDATED] [LEM] Ultimate Force - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [LEM] Marvel Burst - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [IK] Blade Storm - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [IK] Charge Slash - Maximum Targets Enhancement replaced with Attack Speed Enhancement (Max. Targets not working). [UPDATED] [IK] Charge Slash - AoE Range Enhancement replaced with Cast Range Enhancement. [UPDATED] [IK] Wind Glaive - Maximum Targets Enhancement replaced with Cast Range Enhancement (Max. Targets not working). Current known bugs related to Enhancement Tree: [ELF] Greater Elemental Damage Enhancement - not increasing elemental damage. [ELF] Greater Elemental Defense Enhancement - not increasing elemental defense. [Debuff] Bloodying Hit AoE Enhancement not working. [Debuff] Bloodying Hit Infection Effect not working. [Debuff] Poison Storm AoE Enhancement not working. [Debuff] Frozen Killer Infection Effect not working. Outside of these things, Enhancement Tree should be fully functional now.
  9. Release date: 08.05.2023 at 13:30 - A small server restart will be needed. Note: A new full client (V5) has been added. While it is not mandatory (if you do the update via Launcher) it is recommended. 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 of 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: [FIXED] Dark Side Strengthener upgrade increasing the Range of Dark Side instead of the Dark Side Mastery upgrade. [UPDATED] Improved most of the 4th tree (Enhancement Tree) names, descriptions, requirements & extra texts (still not 100% yet on them). [UPDATED] Poison, Fire Ball, Aqua Beam & Hellfire have been removed from game. [UPDATED] Skills (and any of their upgrades) can't be used if at any point you no longer have the initial skill requirements (stats especially). [UPDATED] Tier 1 Shop skills are now: Ice (SM, KM, LEM). Power Wave (SM, EMG, SUM, RW, KM, LEM). Uppercut (BK, SMG, SL, IK). Lunge (BK, SMG, SL, GL). Lighting (SM, EMG, KM, LEM). Triple Shot (ELF). [UPDATED] Tier 2 Shop skills are now: Meteorite (SM, MG, SUM, RW, LEM). Twister (SM, MG, KM, LEM). Cyclone (BK, SMG, SL, IK). PRE-NOTES: There's now a clear skill progression for all characters and all skills that are still in game have their role and can be normally used at some point in the game (there are no longer "useless skills"). Our goal is to diversify builds and encourage different type of builds (as well as hybrid builds). Skills can also be used based on different scenarios and/or player needs (you want more cast range and less AoE you attack with a skill, you want less cast range but more AoE range you attack with another, and so on). There are other details we have in our vision that this single patch won't achieve, but we'll continue to tweak as needed until we reach them, feel free to ask us different questions to better understand what we have in our mind. Random example: We want the 2-Hand MG to be a glass cannon with high range & aoe range, we want 1-hand MG to be a durable & mobile (cyclone) melee fighter with lower range and aoe range & we want the Wiz MG to be a hybrid type neither a glass cannon neither too durable with high range and no real mobility. [UPDATED] Most of the skills have been tweaked as following: [Shared] Scroll of Ice now requires 40 ENE. Cast Range is now 5 tiles. Skill specialization formula is now ENE/50. Power Wave's Cast Range is now 5 tiles. Skill specialization formula is now ENE/45. Lighting's Cast Range is now 5 tiles. Skill specialization formula is now ENE/40. Rush's Cast Range is now 5 tiles and Cooldown is now 3 seconds. Meteorite's Cast Range is now 5 tiles & skill specialization formula is now ENE/30. Magical Shot's Cast Range is now 4 tiles, base skill damage highly reduced, skill specialization is removed and overall scaling damage is reduced by 80%. Cyclone's Base Damage is slightly increased. Force Wave's Base Damage is reduced. Scroll of Twister now requires 155 ENE. Cast Range is now 5 tiles. Skill specialization formula is now ENE/55. Scroll of Flame now requires 188 ENE. Cast Range is now 5 tiles. Skill specialization formula is now ENE/140. Overall scaling damage is reduced by 33%. Scroll of Teleport now requires 250 AGI. Cast Range is now 5 tiles. There's now a Cooldown of 4 seconds (only server-side). Scroll of Teleport Ally now requires 350 AGI. Cast Range is now 5 tiles. There's now a Cooldown of 4 seconds (only server-side). Scroll of Inferno now requires 225 ENE. Base Damage has been slightly reduced. Skill specialization formula is now ENE/100. Scroll of Evil Spirit now requires 330 ENE. Base Damage has been slightly increased. Skill specialization formula is now ENE/90. Scroll of Blast now requires 575 ENE and 2nd quest. Cast Range is now 3 tiles. Skill specialization formula is now ENE/90. Scroll of Nova now requires 1000 ENE. Scroll of Ice Storm now requires 850 ENE and 450 AGI. Cast Range is now 5 tiles. AoE Range is now 4 tiles. Base Damage is reduced. Skill specialization formula is now ENE/150. Scroll of Wizardry Expansion now requires 920 ENE and level is removed. Blood Storm's overall scaling damage is increased by 250%. [SM] Scroll of Decay now requires 720 ENE. Base Damage is increased. Skill specialization formula is now ENE/45. Overall scalling damage is increased by 80%. Scroll of Meteor Strike now requires 1220 ENE. Cast Range is now 3 tiles. AoE Range is now 1 tile. Note: You gain +1 tile on Cast Range via Enhancement Tree. Scroll of Meteor Storm now requires 1000 ENE and 800 AGI. Scroll of Soul Seeker now requires 1450 ENE. Cast Range is now 6 tiles. AoE Range is now 1 tile. Scroll of Soul Barrier now requires 450 ENE, 200 AGI and 2nd quest. Hellfire ML upgrade has been removed. [BK] Orb of Twisting Slash - now requires 240 STR and level is removed. AG cost is now 3. Base Damage is highly increased. Orb of Rageful Blow - now requires 620 STR and level is removed. AoE Range is now 5 tiles. AG cost is now 8. Base Damage is increased. Skill specialization formula is now STR/35. Overall scaling damage is increased by 40%. Note: You gain +1 tile on AoE Range via Enhancement Tree. Orb of Death Stab - now requires 550 STR and level is removed. Cast Range is now 2 tiles. AoE Range is now 1 tile. AG cost is now 6. Base Damage is slightly increased. Skill specialization formula is now STR/50. Overall scaling damage is increased by 50%. Notes: You gain +1 tile on Cast Range via Sword Fury buff. You gain +1 tile on Cast Range via Sword Fury Strengthener buff. You gain +1 tile on Cast Range via Master Skill Tree. You gain +1 tile on Cast Range via Enhancement Tree. You gain +1 tile on AoE Range via Enhancement Tree. Orb of Greater Fortitude - now requires 80 ENE and level is removed. Orb of Destruction - now requires 450 AGI and level is removed. Orb of Sword Blow - now requires 750 AGI. Cast Range is now 3 tiles. AoE Range is now 3 tiles. Base Damage is increased. Added skill specialization - formula is AGI/5. Overall scaling damage is reduced by 30%. Notes: You gain +1 tile on Cast Range via Sword Fury buff. You gain +1 tile on Cast Range via Sword Fury Strengthener buff. Fire Blow Cast Range is now 2 tiles. AoE Range is now 1 tile. Skill specialization formula is now STR/15. Overall scaling damage is reduced by 20%. Notes: You gain +1 tile on Cast Range via Sword Fury buff. You gain +1 tile on Cast Range via Sword Fury Strengthener buff. You gain +1 tile on Cast Range via Enhancement Tree. Orb of Sword Fury - now requires 3rd quest (BM). Orb of Strong Belief - now requires 860 AGI & 3rd quest (BM). Orb of Solid Protection - now requires 920 AGI & 3rd quest (BM). [ELF] Poison Arrow's Cast Range is now 7 and the Toxic effect will now drain 450 HP from target per second for 10 seconds. Orb of Ice Arrow now requires 350 ENE. Cast Range is now 4 tiles. There's now a Cooldown of 1 second. Base damage is highly reduced. Orb of Dex Booster now requires 1000 AGI. Orb of Raining Arrow now requires 750 STR. Orb of Penetration now requires 280 AGI and level is removed. Cast Range is now 5 tiles. Base Damage is increased. Skill specialization formula is now AGI/55. Overall scaling damage is increased by 60%. Orb of Multi-Shot now requires 640 AGI and level is removed. Focus Shot Cast Range is now 5 tiles. AoE Range is now 2 tiles. Overall scaling damage is reduced by 24%. Holy Bolt's Cast Range is now 5 tiles & skill specialization formula is now ENE/50. Note: You gain +1 tile on Cast Range via Master Skill Tree. [MG] Removed Ice, Hellfire & Inferno. Power Slash Range is now 6 tiles. Base Damage is highly increased. Skill specialization formula is now STR/55. Overall scaling damage is increased by 30%. Orb of Flame Strike now requires 460 STR and level is removed. AG cost is now 4. Base Damage is highly reduced. Skill specialization formula is now STR/70. Overall scaling damage is reduced by 15%. Orb of Fire Slash now requires 720 STR. AG cost is now 6. Base Damage is highly increased. Skill specialization formula is now STR/50. Overall scaling damage is increased by 30%. Orb of Crusher Charge, Orb of Spiral Charge and Orb of Elemental Charge now requires 500 AGI. Crusher Charge Sword Explosion from Ice Blood now has an AoE Range of 3 tiles. Sword Explosion from Chaos Blade now has an AoE Range of 3 tiles. Defense formula is now [ (LVL/20) + (AGI/8) ] * 2.5. Attack Speed formula is now (LVL/150) + (AGI/25). Spiral Charge Sword Explosion from Fire Blood now has an AoE Range of 5 tiles. Sword Explosion from Chaos Blade now has an AoE Range of 3 tiles. It no longer increases Defense. Attack Power formula is now [ (LVL/8) + (STR*0.3) ] * 1.6. Elemental Charge Nova Explosion from Havok Spear now has an AoE Range of 4 tiles. Defense formula is now [ (LVL/12) + (ENE/40) ] * 2. Magical DMG formula is now [ (LVL/14) + (ENE*0.15) ] * 1.5. Orb of Fire Blood now requires 1450 STR. The Bleed now does 125% of the initial damage per second. Cast Range is now 2 tiles. AoE Range is now 4 tiles. Base Damage is increased. Skill specialization formula is now STR/30. Overall scaling damage is increased by 15%. Note: You gain +3 tiles on Cast Range from the Spiral Charge buff. Orb of Ice Blood now requires 700 STR and 700 AGI. Cast Range is now 3 tiles. AoE Range is now 2 tiles. Base Damage is reduced. Skill specialization formula is now AGI/25. Note: You gain +2 tiles on Cast Range from the Crusher Charge buff. Orb of Chaos Blade now requires 950 STR. Cast Range is now 2 tiles. AoE Range is now 1 tile. Base Damage is increased. Skill specialization formula is now STR/90. Overall scaling damage is increased by 30%. Note: You gain +2/+3 tiles on Cast Range from the Crusher Charge/Spiral Charge bufff. Scroll of Havok Spear now requires 1200 ENE. Range is now 5. Base Damage is increased. Skill specialization formula is now ENE/100. Overall scaling damage is increased by 15%. Note: You gain +1 tile on Range from the Elemental Charge buff. Scroll of Meteor Slap now requires 1450 ENE. Cast Range is now 5 tiles. Scroll of Dark Blast now requires 1000 ENE & 800 AGI. Cast Range is now 3 tiles. Note: You gain +1 tile on Cast Range via Enhancement Tree. Scroll of Gigantic Storm now requires 880 ENE and level is removed. Cast Range & AoE Range is now 5 tiles. Skill specialization formula is now ENE/180. Note: You gain +1 tile on AoE Range via Enhancement Tree. [DL] Scroll of Fire Burst now requires 230 STR. Cast Range is now 3 tiles. AoE Range is now 4 tiles. Base Damage is reduced. Notes: You gain +2 tiles on Cast Range when equipping Dark Horse. You gain +1 tile on Cast Range via Enhancement Tree. You gain +1 tile on AoE Range via Enhancement Tree. Scroll of Fire Scream now requires 520 STR. Cast Range is now 2 tiles. AoE Range is now 3 tiles. AG cost is now 7. Base Damage is highly reduced. Overall scaling damage is reduced by 30%. Notes: You gain +2 tiles on Cast Range when equipping Dark Horse. You gain +1 tile on Cast Range and +1 tile on AoE Range via Master Skill Tree. Scroll of Chaotic Diseier now requires 770 STR and level is removed. Cast Range is now 5 tiles. AG cost is now 12. Base Damage is highly reduced. Overall scaling damage is reduced by 23%. Notes: The Cast Range isn't increased by Dark Horse (even if it shows on tooltip). You gain +1 tile on Cast Range via Enhancement Tree. Scroll of Wind Soul now requires 1150 STR. Cast Range is now 3 tiles. Skill specialization formula is now STR/100. Overall scaling damage is reduced by 15%. Notes: You gain +2 tiles on Cast Range when equipping Dark Horse. You gain +1 tile on AoE Range via Enhancement Tree. Earthshake AoE Range is now 4 tiles. Cooldown is now 12 seconds. Scroll of Critical Damage, Scroll of Summon and Scroll of Electric Spark now requires 250 CMD and 150 ENE. Electric Spark Range is now 8 [+2 from Horse]. Cooldown is now 3 seconds. Overall scaling damage is increased by 100%. [SUM] Removed Ice. Drain Life Cast Range is now 5 tiles. Base Damage is highly increased. Overall scaling damage is increased by 50%. Chain Lightning's Cast Range is now 5 tiles. Lightning Shock Parchment now requires 740 ENE and 2nd quest (BS). Range is now 7 tiles. Aqua Beast Parchment now requires 1000 ENE and 800 AGI. Cast Range is now 5 tiles. Overall scaling damage is reduced by 20%. Note: You gain +1 tile on AoE Range via Enhancement Tree. Fire Beast Parchment now requires 1450 ENE. Cast Range is now 6 tiles. AoE Range is now 1 tile. Overall scaling damage is reduced by 20%. Note: You gain +1 tile on AoE Range via Enhancement Tree. Explosion Parchment now requires 280 ENE. Cast Range is now 4 tiles. AoE Range is now 2 tiles. Base Damage is increased. Skill specialization formula is now ENE/65. Overall scaling damage is increased by 60%. Requiem Parchment now requires 460 ENE. Cast Range is now 4 tiles. AoE Range is now 3 tiles. Base Damage is increased. Skill specialization formula is now ENE/90. Overall scaling damage is increased by 25%. Pollution Parchment now requires 820 ENE and 2nd quest (BS). Cast Range is now 3 tiles. AoE Range is now 4 tiles. Note: You gain +1 tile on Cast Range & +1 tile on AoE Range via Master Skill Tree. Death Scythe Parchment now requires 1240 ENE. AoE Range is now 3 tiles. Note: You gain +1 tile on AoE Range via Enhancement Tree. Berserker Parchment now requires 500 ENE and 2nd quest (BS). Darkness Parchment now requires 300 ENE, 200 AGI and 2nd quest (BS). Innovation Parchment now requires 480 AGI. Weakness Parchment now requires 630 ENE. Damage Reflection Parchment now requires 350 AGI and 250 ENE. [RF] Phoenix Shot's AoE Range is now 1 tile. Increase Health & Ignore Defense now requires 350 ENE and level is removed. Chain Drive Parchment now requires 280 VIT and level is removed. Cast Range is now 3 tiles. Overall scaling damage is reduced by 15%. Dragon Slasher Parchment now requires 840 VIT and level is removed. Spirit Hook Parchment now requires 1240 VIT. Cast Range is now 4 tiles. AoE Range is now 1 tile. Base Damage is highly reduced. Overall scaling damage is reduced by 15%. Note: You gain +1 tile on AoE Range via Enhancement Tree. Dragon Roar Parchment now requires 260 AGI and level is removed. AoE Range is now 4 tiles. AG cost is now 8. Base Damage is increased. Skill specialization formula is now AGI/3. Overall scaling damage is reduced by 20%. Note: You gain +1 tile on AoE Range via Enhancement Tree. Dark Side Parchment now requires 560 AGI and level is removed. Cast Range is now 4 tiles. AoE Range is now 5 tiles. Base Damage is highly increased. Skill specialization formula is now AGI/25. Overall scaling damage is reduced by 25%. Notes: You gain +1 tile on Cast Range & +1 tile on AoE Range via Master Skill Tree. You gain +1 tile on AoE Range via Enhancement Tree. Dark Phoenix Shot Parchment now requires 1080 AGI. Cast Range is now 6 tiles. AoE Range is now 1 tile. Base Damage is highly reduced. Overall scaling damage is reduced by 22%. [GL] Scroll of Harsh Strike now requires 200 STR. Base Damage is highly reduced. Skill specialization formula is now STR/40. Scroll of Spin Step now requires 230 AGI. Base Damage is reduced. Added skill specialization - formula is AGI/20. Scroll of Magic Pin now requires 520 STR. Base Damage is increased. Added skill specialization - formula is STR/30. Overall scaling damage is increased by 85%. Scroll of Breche now requires 585 AGI and level is removed. AoE Range is now 4 tiles. Base Damage is highly reduced. Added skill specialization - formula is AGI/35. Overall scaling damage is reduced by 10%. Note: You gain +1 tile on AoE Range via Master Skill Tree. Scroll of Shining Peak now requires 600 STR and 600 AGI and level is removed. Range is now 3 tiles. Base Damage is highly increased. Added skill specialization - formula is STR/60. Overall scaling damage is increased by 40%. Note: You gain +1 tile on Range via Enhancement Tree. Scroll of Wrath now requires 3rd quest (ML). [RW] Removed ES, Blast, Hellfire & Twister. Added Power Wave. Scroll of Runic Burst now requires 850 ENE and level is removed. Scroll of Magic Arrow now requires 315 ENE. Range is now 5 tiles. Base Damage slightly raised. Skill specialization formula is now ENE/40. Overall scaling damage is increased by 100%. Scroll of Lightning Storm now requires 1240 ENE. Cast Range is now 6 tiles. AoE Range is now 5 tiles. Note: You gain +1 tile on AoE Range via Enhancement Tree. Scroll of Haste now requires 400 AGI, 2nd quest (RSM) and level is removed. Scroll of Plasma Ball now requires 665 ENE. Base Damage slightly increased. Skill specialization formula is now ENE/35. Overall scaling damage is increased by 30%. [SL] Pierce Attack's Cast Range is now 5 tiles and AoE Range is now 1 tile. Note: You gain +1 tile on Cast Range & AoE Range via Enhancement Tree. Orb of Demolish & Orb of Detection now requires 350 ENE, 2nd quest (RS) and level is removed. Orb of Sword Inertia now requires 250 AGI and level is removed. Range is now 5 tiles. Base Damage is increased. Skill specialization formula is now AGI/55. Note: You gain +1 tile on Range via Master Skill Tree. Orb of Bat Flock now requires 515 AGI and level is removed. Range is now 5 tiles. The bats now does 40% of the initial damage per second. Skill specialization formula is now AGI/45. Pierce Attack Base Damage is reduced. Skill specialization formula is now AGI/70. Overall scaling damage is reduced by 12%. [GC] Orb of Death Ice now requires 215 ENE. It is now the 1st skill in GC's progression. Cast Range is now 4 tiles. AoE Range is now 2 tiles. Base Damage highly reduced. Note: You gain +1 tile on Cast Range via Master Skill Tree. Orb of Death Fire now requires 630 ENE and 2nd quest. Cast Range is now 4 tiles. AoE Range is now 3 tiles. Skill specialization formula is now ENE/50. Note: You gain +1 tile on Cast Range via Master Skill Tree. Orb of Fixed Fire now requires 560 AGI and 2nd quest (GB). Orb of Ice Break now requires 430 ENE and 2nd quest (GB). AoE Range is now 2 tiles. Overall scaling damage is increased by 85%. Note: You gain +1 tile on Cast Range via Master Skill Tree. Orb of Dark Plasma now requires 400 AGI and level is removed. Base Damage is increased. Skill specialization formula is now ENE/20. Overall scaling damage is increased by 50%. Orb of Ice Blast now requires 740 AGI and 850 ENE. AoE Range is now 4 tiles. Added skill specialization - formula is ENE/55. Overall scaling damage is increased by 15%. Note: You gain +1 tile on AoE Range via Enhancement Tree. Orb of Bursting Flare now requires 1450 ENE. Cast Range is now 5 tiles. AoE Range is now 2 tiles. Base Damage is increased. Added skill specialization - formula is ENE/40. Overall scaling damage is increased by 25%. Note: You gain +1 tile on Cast Range & AoE Range via Enhancement Tree. [KM] Law Book of Shining Bird now requires 225 ENE. Base Damage highly reduced. Skill specialization formula is now ENE/65. Overall scaling damage is reduced by 5%. Law Book of Reflection Barrier now requires 400 AGI and 2nd quest (LM). Law Book of Dragon Violent now requires 820 ENE. Cast Range is now 4 tiles. AoE Range is now 3 tiles. Base Damage highly reduced. Skill specialization formula is now ENE/85. Overall scaling damage is reduced by 60%. Notes: You gain +1 tile on Cast Range & AoE Range via Master Skill Tree. You gain +1 tile on AoE Range via Enhancement Tree. Law Book of Spear Storm now requires 1280 ENE. Base Damage slightly reduced. Skill specialization formula is now ENE/100. Overall scaling damage is reduced by 20%. [LEM] Removed Hellfire & Decay. Law Book of Marvel Burst now requires 310 ENE. Cast Range is now 5 tiles. AoE Range is now 3 tiles. Base Damage slightly reduced. Skill specialization formula is now ENE/35. ML Mastery Upgrade now increases Cast Range instead of AoE Range. Notes: You gain +1 tile on Cast Range via Master Skill Tree. You gain +1 tile on AoE Range via Enhancement Tree. Law Book of Unleash Marvel now requires 550 AGI. Skill specialization formula is now ENE/30. Overall scaling damage is increased by 10%. Law Book of Ultimate Force now requires 1220 ENE and Marvel Burst Mastery Lv 10+. Cast Range is now 6 tiles. AoE Range is now 5 tiles. Base Damage highly increased. Skill specialization formula is now ENE/40. Overall scaling damage is increased by 40%. Note: You gain +1 tile on AoE Range via Enhancement Tree. Orb of Blessing now requires 735 ENE and 2nd quest (WM). [IK] Added Uppercut as 1st available skill. Added Sword of Assassin & Falchion as weapons. Orb of Illusion Avatar now requires 350 ENE. Orb of Illusion Blade now requires 500 STR. Orb of Charge Slash now requires 250 AGI. Cast Range is now 3 tiles. Base Damage is reduced. Overall scaling damage is reduced by 8%. Note: You gain +1 tile on Cast Range via Master Skill Tree. Orb of Wind Glaive now requires 720 AGI and 2nd quest (MK). Skill specialization formula is now AGI/60. Overall scaling damage is increased by 5%. Orb of Blade Storm now requires 1280 AGI. AoE & Cast Range is now 5 tiles. The ML upgrade now increases both AoE Range & Cast Range. Base Damage is highly reduced. Skill specialization formula is now AGI/85. Overall scaling damage is reduced by 10%. Note: You gain +1 tile on Cast Range & AoE Range via Master Skill Tree.
  10. Release date: 25.04.2023 at 04:30 - A small server restart will be needed. The entire Master Skill Tree is now fully done and it should be 100% functional. Current known bugs related to skills: Strong Belief not reducing the Damage and not increasing the Defense server-side (only client-side - C panel). Wrath formulas not updating correctly the client-side - C panel (server-side is fine). Innovation Mastery not having debuff icon. 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 of 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: [FIXED] [DL] Force Wave Strengthener - now it is reworked and works fine [10 points needed - increased damage & range]. [FIXED] [DL] Fire Scream Mastery - now it is reworked and works fine [10 points needed - increased damage & range]. [UPDATED] [SM] Nova Strengthener removed from Tree. [FIXED] [ELF] Holy Bolt Strengthener - now it is reworked and works fine [10 points needed - increased damage & range]. [FIXED] [GL] Spin Step Mastery - now it is reworked and works fine [10 points needed - increased damage & range]. [FIXED] [BK] Strong Belief Strengthener - fixed tooltip, it actually works fine. [FIXED] [BK] Destruction Mastery - now it is reworked and works fine [10 points needed - increased damage & aoe range]. [FIXED] [BK] Solid Protection Mastery damage buff increase. [FIXED] [IK] Wind Glaive Strengthener - now it is reworked and works fine [10 points needed - increased damage]. [FIXED] [IK] Blade Storm Strengthener - now it is reworked and works fine [10 points needed - increased damage]. [FIXED] [SUM] Pollution Proficiency - now it is reworked and works fine [10 points needed - increased damage & cast range]. [FIXED] [SUM] Pollution Mastery - now it is reworked and works fine [10 points needed - increased damage & aoe range]. [UPDATED] [MG] Spiral Charge Strengthener - now has the Spiral Charge Mastery effect and requires 20 points, while the Spiral Charge Mastery upgrade has been removed. [UPDATED] [MG] Crusher Charge Strengthener - now has the Crusher Charge Mastery effect and requires 20 points, while the Crusher Charge Mastery upgrade has been removed. [UPDATED] [MG] Elemental Charge Strengthener - now has the Elemental Charge Mastery effect and requires 20 points, while the Elemental Charge Mastery upgrade has been removed. [FIXED] [GC] Ice Break Mastery - now it is reworked and works fine [10 points needed - increased damage & cast range]. [FIXED] [GC] Death Fire Mastery - now it is reworked and works fine [10 points needed - increased damage & cast range]. [FIXED] [GC] Death Ice Mastery - now it is reworked and works fine [10 points needed - increased damage & cast range]. [FIXED] [GC] Dark Plasma Strengthener - now it is reworked and works fine [10 points needed - increased cast range]. [FIXED] [GC] Dark Plasma Proficiency - now it is reworked and works fine [10 points needed - reduced cooldown]. [FIXED] [GC] Dark Plasma Mastery - now it is reworked and works fine [10 points needed - increased damage]. [UPDATED] Solid Protection: DMG Formula: (AGI/30). HP Conversion: 1 + (AGI/300) [%] - maximum 10%. DMG Absorption: 3 + (VIT/200) [%] - maximum 15%. Duration: 8 seconds. [UPDATED] Dragon Slasher: SD Reduction: 5 + (VIT/35) [%] - maximum 50%. Hit Chance: 20 + (STR/50) [%]. [UPDATED] [BK] Reduced Solid Protection Strengthener HP Converison received from ML upgrades. [UPDATED] [BK] Increased Solid Protection range from 5 to 7. [UPDATED] [ELF] Party Healing formula is now 200 + (AGI/2) instead of 5 + (AGI/5). [UPDATED] [ELF] Dex Booster duration is now 12 seconds, cooldown is now 60 seconds and it increases movement speed, attack speed by 40 and pvm attack rate by 2500. [UPDATED] [DL] Critical Damage formula is now 20 + (ENE/8) + (CMD/10) instead of 10 + (ENE/12) + (CMD/10). [UPDATED] [MG] Reduced Fire Slash Mastery Defense reduction received from ML upgrades. [UPDATED] [SUM] Berserker mechanic: Reduce 30% of Base DEF and 20% of Base HP to increase Magical DMG by (ENE/3.5) and Attack Speed by (ENE/50). [UPDATED] [SUM] Darkness mechanic: Reduce 25% of Base HP, switch Curse DMG with Magical DMG and increase the Curse DMG by [ENE/3.5] and Defense by [ENE/4]. [UPDATED] [SUM] Innovation % def reduction formula is now 3 + (AGI/42) with a max rate of 25%. [UPDATED] [SUM] Weakness Strengthener now has the Weakness Mastery effect while Weakness Mastery has been removed. [UPDATED] [SL] Detection range is now 10x10 tiles, cooldown is now 60 seconds and duration is now 15 seconds. [UPDATED] [SL] Detection Strengthener now increase the range by 5x5 tiles and reduce the cooldown by 10 seconds. [UPDATED] [KM] Reflection Barrier formula is now 6 + (AGI/250) [%] instead of 10 + (AGI/500) & trigger chance is now 20 + (AGI/60) instead of 20 + (AGI/40). [UPDATED] [IK] Illusion Avatar HP formula is now 15000 + (VIT*150) & DMG formula is now 150 + (AGI*0.6) + (STR*0.15). [UPDATED] [RF] Removed Increase Block from game (including ML). [UPDATED] [RF] Dragon Slasher cooldown is now 8 seconds. [UPDATED] SM & KM's Illusion HP formula is now 25000 + (VIT*250) & DMG formula is now 100 + (AGI*0.45) + (ENE*0.1). [UPDATED] Archangel Will now increases Damage by 100 and Skill Damage by 30 for 25 seconds (instead of Damage by 200 and Skill Damage by 50 for 90 seconds). [ADDED] 3D Camera ingame: [F11] - Camera On (Use mousewheel up and mousewheel down for zoom in/out). [INSERT] - Reset Camera. [SHIFT + Right Bouse Button and drag] - Move camera on the X axis. [Page Up] - Move camera on the Y axis. [Page Down] - Move camera on the Y axis. + Other fixes & improvements.
  11. Release date: 13.04.2023 at 03:50 - A small server restart will be needed. Note: You need to download the new client (V4). 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 of 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] Removed LEM's Basic Heal, Basic SD Recovery, Basic Defense & Basic Damage from game. [UPDATED] Removed LEM's Basic Heal, Basic Defense & Basic Damage upgrades from Master Skill Tree. [UPDATED] Removed ELF's SD Recovery & Heal from game as well as Heal upgrade from Master Skill Tree. [UPDATED] Removed ELF's Cure & Bless from game & Master Skill Tree - they are now dedicated only to LEM. [UPDATED] Removed ELF's Summoning skills from game & Master Skill Tree. [UPDATED] LEM's Bless is now called Blessing and formula is: 5 + (AGI/40) + (ENE/60) with a 90s duration. [UPDATED] Cure cooldown is now 4s instead of 3s. [UPDATED] Master Skill Tree upgrades that had level of Cooldown reduction up to level 20 have been changed to only 1 upgrade that uses 10 points and reduces the cooldown with a higher value. [UPDATED] Buffers are now Hybrids with limited buffs that have the same formulas in all sub-servers. [UPDATED] EE's Greater Damage, Greater Defense, Greater Elemental Damage & Greater Elemental Defense buffs only works in Valley of Loren and only during CS. [UPDATED] Reworked RF so it now have only 2 builds (VIT & AGI): Increase Health is now part of ARF. Increase Block is now part of VRF. Ignore Defense is now based on STR instead of ENE. Requirement for Increase Health, Increase Block & Ignore Defense is now 450 ENE. [UPDATED] Earth Prison cooldown increased to 15s from 5s. [UPDATED] Obsidian now requires 350 ENE. [UPDATED] Wrath now requires 1200 STR, cooldown increased to 80s from 60s & the ML cooldown upgrade reduces it by 20s. [UPDATED] Burst ML cooldown upgrade now reduces it by 12 seconds. [UPDATED] Demolish now requires 350 ENE & cooldown upgrade now reduces it by 12 seconds. [UPDATED] Runic Burst cooldown increased to 80s from 60s & the ML cooldown upgrade reduces it by 20s. [UPDATED] Haste ML cooldown upgrade reduces it by 30s. [UPDATED] Party Heal cooldown increased to 8s from 3s. [UPDATED] Lemuria & Kundun "Bond" is only applied to themselves and not to other characters from party. [UPDATED] The "Bond" buff is nerfed to 6% damage instead of 30%. [UPDATED] Added Anti-Lag ingame: [SHIFT + 1] - Hide Wings [SHIFT + 2] - Hide Effects [SHIFT + 3] - Hide Pets [SHIFT + 4] - Hide Zen [SHIFT + 5] - Hide Drops [SHIFT + 6] - Hide Character [SHIFT + 7] - Hide Terrain [SHIFT + 8] - Hide Mobs [SHIFT + 9] - Hide Mobs and Terrain [SHIFT + 0] - Hide All [UPDATED] Improved Character panel (C & SHIFT+C) texts. [UPDATED] All skills & skill upgrades names are now the same everywhere: When they are on the ground (as scroll/orb/etc.). When they are on inventory (as scroll/orb/etc.). On their tooltip. On Master Skill Tree. [UPDATED] Added formulas in the tooltip for most buffs & debuffs. [UPDATED] Fixed, corrected & improved most skills effects texts (that are showing when you hover over a buff/debuff). [UPDATED] Fixed, corrected & improved all Master Skill Tree requirements-related texts. [UPDATED] Fixed, corrected & improved all Master Skill Tree upgrades descriptions, they now also reflect exactly what it is happening on upgrade. [FIXED] IK's 4th Tree not advancing on Blade Storm. [FIXED] Party Matching not working when a solo character (without party) created a party in matching. [FIXED] IK's Socket Tier 2 upgrade not working. [UPDATED] Improved most of the skills tooltips (they are not 100% yet, still on work & tests). [FIXED] Thee following Master Skill Tree upgrades: Flame Strengthener. Ice Strengthener. Ice Storm Strengthener. Earth Prison Mastery. Inferno Strengthener. Blast Strengthener. Lighting Strengthener. Ice Break Mastery [range part]. Death Fire Mastery [range part]. Death Ice Mastery [range part]. Dark Plasma Strengthener. Runic Burst Mastery. Haste Mastery. Blade Storm Mastery. Sword Fury Mastery. Twisting Slash Strengthener. Dark Side Mastery. Current known bugs related to Master Skill Tree: [SM] Nova Strengthener - stops working after upgrade. [GC] Ice Break Mastery - not increasing damage. [GC] Death Fire Mastery - not increasing damage. [GC] Death Ice Mastery - not increasing damage. [GC] Dark Plasma Proficiency - not increasing duration. [GC] Dark Plasma Mastery - not increasing damage. [GL] Spin Step Mastery - not increasing "explosion?" damage. [IK] Wind Glaive Strengthener - not increasing damage. [IK] Blade Storm Strengthener - not increasing damage. [DL] Force Wave Strengthener - not increasing damage. [DL] Fire Scream Mastery - not increasing "explosion?" damage. [ELF] Holy Bolt Strengthener - not increasing damage. [BK] Strong Belief Strengthener - not increasing defense. [BK] Destruction Mastery - not increasing damage. [SUM] Pollution Proficiency - not increasing damage. [SUM] Pollution Mastery - not increasing damage. [MG] Spiral Charge Strengthener - not increasing sword explosion damage. [MG] Crusher Charge Strengthener - not increasing sword explosion damage. [MG] Elemental Charge Strengthener - not increasing nova explosion damage. There are also few buffs/debuffs upgrades that were not tested yet but we'll keep this list updated. For the bugged upgrades, we'll continue to try to fix them then we'll try to change their effects and if nothing can be done they will be removed from trees. [UPDATED] Most of the buffs & debuffs formulas (still missing some): SM Mana Shield: Formula: 3 + (ENE/80). Max Rate: 25% Duration: 60 + (VIT/5) seconds. BK Sweal: Formula: 5 + (ENE/11) - Capped at 495 ENE or lower with ML. Max Rate: 50%. Duration: 60 + (VIT/8) seconds. ELF Evasion: Defense Rate (PvP & PvM): 50%. Duration: 8 seconds. Greater Defense: Formula: 6 + (ENE/12). Duration: 90 seconds. !USABLE ONLY AT CS Greater Damage: Formula: 10 + (ENE/10). Duration: 90 seconds. !USABLE ONLY AT CS Greater Elemental Damage: Formula: 15 + (ENE/12). Duration: 90 seconds. !USABLE ONLY AT CS Greater Elemental Defense: Formula: 8 + (ENE/14). Duration: 90 seconds. !USABLE ONLY AT CS Party Healing: Formula: 5 + (AGI/5). MG Fire Slash: Formula: 1% + (STR/200). Max Rate: 15% Duration: 5 + (VIT/100) seconds. DL Critical Damage: Formula: 10 + (ENE/12) + (CMD/10) Duration: 60 + (VIT/7) seconds. SUM Reflect: Formula: 3 + (AGI/40) + (ENE/150) Max Rate: 25% Duration: 60 + (VIT/5) seconds. Sleep: Hit Chance: 50% Duration: 2 + (ENE/1800) Innovation: Hit Chance Formula: 20 + (AGI/20). Formula: 2 + (AGI/45). Max Rate: 20%. Duration: 5 + (VIT/80) seconds. Weakness: Hit Chance Formula: 20 + (ENE/40). Formula: 2 + (ENE/100). Max Rate: 20%. Duration: 5 + (VIT/80) seconds. Blind: 30% decreased Attack Rate. Hit Chance Formula: 15 + (ENE/35) + (AGI/35). Duration: 8 seconds. RF Ignore Defense: Formula: (STR/200) [%]. Duration: 60 + (STR/15) seconds. Increase Health: Formula: 5 + (AGI/12). Duration: 60 + (AGI/20) seconds. Increase Block: Formula: 15 + (VIT/8). Duration: 60 + (VIT/20) seconds. Blood Howling: DMG Formula: (STR/3). Debuff Hit Chance: 15%. Duration: 45 seconds. GL Circle Shield: Formula: 20 + (AGI/12) [%]. Hit Chance: 25%. Duration: 15 + (VIT/10) seconds. Obsidian: Formula: 6 + (AGI/20). Duration: 60 + (VIT/6) seconds. Wrath: Reduced Defense: 25%. Increased Damage: 20%. Duration: 12 + (VIT/50) seconds. Burst: Ignore Rate: 15%. Duration: 8 seconds. RW Haste: Increased AG cost: 50%. Formula: 5 + (AGI/30) speed. Duration: 20 + (VIT/20) seconds. Runic Burst: Increased Mana cost: 300%. Increased Damage: 12%. Duration: 12 + (VIT/50) seconds. SL Demolish: Consumed skill power: 3% Formula: 15 + (STR/10). Duration: 12 + (VIT/20) seconds. KM Reflective Shield: Formula: 10 + (AGI/500) [%] - DMG Reduced & Reflected. Trigger Chance: 20 + (AGI/40) [%]. Duration: 30 + (VIT/8) seconds. LEM Blessing: Formula: 5 + (AGI/40) + (ENE/60). Duration: 90 seconds. [SM+KM] Illusion: Cooldown: 120 seconds. Duration: 40 seconds. Chance to receive the character damage: 25%. HP Formula: 1500 + (VIT*5). [UPDATED] + Other fixes, tweaks and improvements related to skills and texts around the game.
  12. Release date: 24.03.2023 at 01:00 - A small server restart will be needed. Note: You need to update the client via Launcher (PlayZenith.exe). 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 of 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: [FIXED] DS participation reward being given multiple times. [UPDATED] Shared pool no longer counts the characters that are in "dying" state (dead but not respawned). [ADDED] Vault in Doppelganger. [UPDATED] You can no longer leave your own lane during Doppelganger until the PvP round starts. [UPDATED] When the PvP round starts, chars will be teleported closer to the middle area and won't be able to go back. [ADDED] Box of Sockets - dropping 1x random Socket Item Tier 1 - replacing the raw socket drops from Selupan, Medusa & Elite Monsters. [UPDATED] Doppelganger winners message will include all player names left alive if there is more than 1 player left in the winning party. [FIXED] Silver Chest & Golden Chest in Doppelganger being able to be clicked multiple times in some cases before they disappear (1s cooldown between clicks). [ADDED] Teleporters to Boss locations in safe-zones for: Selupan, Refinary, Silvester, Core Magriffy, Lord of Ferea, God of Darkness, Nix. Note: This is available only in Beta and on the official Test Server. [UPDATED] RUUD Shop: Removed Bloodangel Shield, Bloodangel Fairy Shield & Elf conversion orders. Prices: Sealed Bloodangel Armor (Any class) - 4.000 RUUD. Sealed Bloodangel Helm (Any class) - 4.000 RUUD. Sealed Bloodangel Pants (Any class) - 4.000 RUUD. Sealed Bloodangel Boots/Gloves (Any class) - 4.000 RUUD. Bloodangel Weapon (Any class) - 10.000 RUUD. Darkangel Soul = 5.000 RUUD. Holyangel Soul = 7.000 RUUD. Awakening Soul = 8.000 RUUD. Frost Soul = 9.000 RUUD. Silver Heart Soul = 11.000 RUUD. Manticore Soul [ruud-only] = 14.000 RUUD. Brilliant Soul [ruud-only] = 14.000 RUUD. Apocalypse Soul [ruud-only] = 14.000 RUUD. Darkangel Anvil = 12.500 RUUD. Holyangel Anvil = 15.000 RUUD. Soul Anvil = 18.000 RUUD. Frost Anvil = 21.000 RUUD. Silver Heart Anvil = 26.000 RUUD. Manticore Anvil [ruud-only] = 35.000 RUUD. Brilliant Anvil [ruud-only] = 35.000 RUUD. Forefathers Casting Mold - 10.000 RUUD. Glory Casting Mold - 12.500 RUUD. Blood Casting Mold - 15.000 RUUD. Deception Casting Mold [ruud-only] - 25.000 RUUD. Seal of Ice Dragon - 35.000 RUUD. Seal of Pierce Lion - 45.000 RUUD. Seal of Shining Tail [ruud-only] - 75.000 RUUD. Currently the following things are yet to be decided related to RUUD shop: Keep or remove RUUD skills (and their prices). Keep or remove Pentagram/Errtel Emblems (and their prices). Price for nixie spirit invitation. Price for conversion orders. What to do with classes that use 2 different weapons (Quiver, SUM's Book, etc.) - current idea is to slightly nerf their power and add them to drops ingame. [UPDATED] Mixes & Jewel Rates: Basic Mixes Devil Square Ticket Mix - Level 1-2: 80% Level 3-5: 70% Level 6-7: 60%. Blood Castle Ticket Mix - Level 1-2: 80% Level 3-5: 70% Level 6-7: 60%. Fruits Mix: 75%. Gemstone Mix: 80%. Mid & Late NS Box Mix: 100%. Lower Refine Stone Mix: 35%. Higher Refine Stone Mix: 75%. Socket Item Upgrade Mix: 70%. Item Upgrades (+10 -> +15 without luck) Mix: +10: 70%. +11: 65%. +12: 60%. +13: 50%. +14: 40%. +15: 30%. Socket Items have -10% chance on any upgrade level compared to normal, ancient & excellent items. Luck will add + 20% chance on every upgrade. Wings related Mixes Chaos Item Mix: 1-100% (100% max rate). Wings Level 1 Mix: 1-100% (100% max rate). Wings Level 2 Mix: 1-90% (90% max rate). Feather of Condor Mix: 1-60% (60% max rate). Wings Level 3 Mix: 1-40% (40% max rate). Garuda Feather: 5-60% (60% max rate, based on Higher Magic Stones - +5% each). Wings Level 4 Mix: 5-40% (40% max rate, based on Higher Magic Stones - +5% each). Pets related Mixes DL Pets Resurrection Mix: 50%. Piece of Horn Mix: 65%. Broken Horn Mix: 50%. Horn of Fenrir Mix: 35%. Guardian Resurrection (Ghost Horse) Mix: 100%. Guardian Level-up Mix: 70%. Guardian Upgrade Mix: 85% with Previous Tier Guardian level +11. 90% with Previous Tier Guardian level +12. 95% with Previous Tier Guardian level +13. 100% with Previous Tier Guardian level +14~+15. Elemental Mixes Errtel Creation Mix: 50%. Errtel Level Up Mix: Rank 1 & Rank 2 Level 1~3: 90%. Level 4~6: 85%. Level 7: 80%. Level 8: 75%. Level 9: 70%. Level 10: 65%. Rank 3 Level 1~2: 90%. Level 3~4: 85%. Level 5~6: 80%. Level 7: 70%. Level 8: 65%. Level 9: 60%. Level 10: 55%. Errtel Rank Up Mix: 100%. Errtel Removal: Rank 1: Level 0~7: 100%. Level 8~9: 90%. Level 10: 80%. Rank 2: Level 0~4: 100%. Level 5~6: 90%. Level 7~9: 80%. Level 10: 70%. Rank 3: Level 0~2: 100%. Level 3~4: 90%. Level 5~6: 80%. Level 7~10: 70%. Note: You can remove any errtel with 100% chance by using Blessing of Spirit. Mastery Pentagram Upgrade Mix: Using Pentagram +11: 80%. Using Pentagram +12: 85%. Using Pentagram +13: 90%. Using Pentagram +14: 95%. Using Pentagram +15: 100%. Mastery Pentagram Elemental Option Upgrade: Level 1~3: 65%. Level 4~9: 55%. Level 10: 40%. Mastery Errtel Upgrade Mix: Using Rank 1 Errtel +7: 70%. Using Rank 1 Errtel +8: 80%. Using Rank 1 Errtel +9: 90%. Using Rank 1 Errtel +10: 100%. Using Rank 2 Errtel +0: 70%. Using Rank 2 Errtel +1: 80%. Using Rank 2 Errtel +2: 90%. Using Rank 2 Errtel +3~10: 100%. Using Rank 3 Errtel +0~10: 100%. Mastery Errtel Level Up Mix: Level 1~2: 65%. Level 3~4: 60%. Level 5: 55%. Level 6~7: 50%. Level 8~9: 45%. Level 10: 30%. Wings Elemental Option Addition: Using Errtel +4: 15%. Using Errtel +5: 25%. Using Errtel +6: 40%. Using Errtel +7: 50%. Using Errtel +8: 60%. Using Errtel +9: 75%. Using Errtel +10: 90%. Wings Elemental Option Upgrade: Level 1~3: 50%. Level 4~7: 45%. Level 8~10: 40%. Level 11~13: 35%. Level 14~15: 30%. Other Mixes Seed Creation Mix: 100%. Seed Sphere Creation Mix: 100%. Seed Sphere Application Mix: 100%. Seed Sphere Extraction Mix: 80%. Note: The client shows 90% rate but in reality the rate is 80%. Seed Sphere Upgrade Mix: 100%. Bloodangel Soul: 80%. Cracked Bloodangel Item Mix: 60%. Earring Level-up Mix: 75%. Earring Upgrade Mix: 85% with Previous Tier Earring level +11. 90% with Previous Tier Earring level +12. 95% with Previous Tier Earring level +13. 100% with Previous Tier Earring level +14~+15. Artifact Spider Mix: 80%. Jewels Rates in Items Bless: 100%. Soul: 55%. Life: 65%. Harmony: 100%. 25% chance for 1 Option. 50% chance for 2 Options. 25% chance for 3 Options. Options chance: Tier 1 (White): 15%. Tier 2 (White): 35%. Tier 3 (Blue): 30%. Tier 4 (Pink): 20%. Lower Refine Stone: 25%. Higher Refine Stone: 70%. NS Jewel: 100%. Luck will add + 20% chance on Soul. [UPDATED] Entire section from forum [Chaos Machine Info & Jewel Rates] is now updated for official. [UPDATED] Entire section from forum [Spots Info & Maps System] is now updated for official.
  13. Release date: 04.03.2023 at 16:50 - A small server restart will be needed. Note: You need to update the client via Launcher (PlayZenith.exe). 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 of 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: [FIXED] Items like socket necklace, blood casting mold, etc. showing as some other item in website. [ADDED] Website images for Illusion Knight. [ADDED] All weapons, set weapons, wings, earrings, pentagrams, socket necklaces & skills item images on website. Note: Currently missing IK's brilliant weapon & apoc set icons as well as some consumables / crafting items images. [UPDATED] Profile images for all characters (delete cache from browser to correctly see them). [ADDED] Optional note when selling items on Market - you can type anything related to your sale, leave your main char name for contact, specify what other item you can trade with, etc. [UPDATED] Removed Elf Soldier from BC & DS. [ADDED] Vault in BC & DS. [UPDATED] Official Info topic from forum -> "Events, Invasions, Bosses & Activities" is now fully updated for official (outside of the "To be continued" parts). [FIXED] Bonus System message. [UPDATED] Small Wings now show the real increase damge % and absorb % values. [UPDATED] Shared Drops no longer "share the jewel" with characters in off-attack mode (and neither the bonus). [UPDATED] Shared Boss Pools no longer "share the RUUD/Credits" with characters in off-attack mode. [UPDATED] Official Event Hours: CC: 00:00, 02:00, 04:00, 06:00, 08:00, 10:00, 12:00, 14:00, 16:00, 18:00, 20:00, 22:00. BC: 00:15, 02:15, 04:15, 06:15, 08:15, 10:15, 12:15, 14:15, 16:15, 18:15, 20:15, 22:15. DOP: 00:40, 04:40, 08:40, 12:40, 16:40, 20:40. DS: 01:05, 03:05, 05:05, 07:05, 09:05, 11:05, 13:05, 15:05, 17:05, 19:05, 21:05, 23:05. IT: 01:40, 05:40, 09:40, 13:40, 17:40, 21:40. Rabbits & MUUNs Invasion: 00:20, 06:20, 12:20, 18:20. White Wizards Invasion: 02:45, 08:45, 14:45, 20:45. Goldens & Elites Invasion: 01:xx, 05:xx, 09:xx, 13:xx, 17:xx, 21:xx. Bonus System: 03:30, 11:30, 19:30 [45 minutes]. Death Skeletons Invasion: 09:10, 21:10. Medusa: 11:15, 23:15. Acheron Guardian: 08:20, 20:20. Arena Tournament: 19:40. Crywolf Event: Tuesday, Thursday & Saturday | 22:50. World Bosses: Wednesday, Friday & Sunday | 22:50. Castle Siege: Saturday 17:00. Arca War: Sunday 17:00. [UPDATED] Official Event Entries: BC & DS: 1 Entry (+1 for VIP Dealer/PRO) per Character. CC: 2 Entries (+1 for VIP Dealer/PRO) per Character. Imperial: 1 Entry (+1 for VIP PRO) per Character. DOP & IT: 1 Entry per Character. [UPDATED] Doppelganger Event: Only full parties (5 characters) can join the Event. Only last man slotted in party can start the Event. Everyone from party must be in the same level range for the event. Everyone from party must be in the same map (Event Square) for the event. Note: NPC will let you know if any of the checks fails. At the end of the normal PvM part (10 minutes), there is an extra PvP round that lasts for 3 minutes (and starts 1 minute after the PvM part is over). If during the PvP round from each Doppelganger Level (1~7) only 1 party remains alive (all other characters from the rest of parties are killed) then the party will win an additional reward. In order for the bonus reward to be given, the survivor party must have at least 1 player kill. Note: PvP is disabled during the PvM part. [UPDATED] Implemented the following event rewards: Elite Monsters: 71% chance for 1x Socket Item Tier 1 - 15% chance for 1x Socket Upgrade Note - 10% chance for 1x Fragment of Radiance (1-4) - 4% chance for 1x Earring Tier 1 [Left] + 5x Mithril / 10x Elemental Rune / 1x TOCA / 1x Elemental TOCA / 1x Elemental TOL + 40% chance for 1x Steel of Heaven as extra drop. MUUN Monsters: 1x MUUN Egg (43% chance for 1x Normal MUUN - 25% chance for 1x Premium MUUN - 20% chance for 1x Evolution Stone - 8% chance for 1x MUUN Energy Converter - 3% chance for 1x Brave MUUN - 1% chance for 1x Mount MUUN) + 12x Bless / 8x Soul / 5x Chaos / 4x Life / 3x Creation. Death Bones: 1x Magic Backpack + 3x Chaos. Balgass Free for All Reward: 1x Radiance Slot Expansion + 1x BC Ticket (10x) + 1x DS Ticket (10x) + 2x Condor Flame that anyone can pick, at random locations near Balgass (in 12x12 range). Balgass Most Damage Reward: 1x Fragment of Radiance Slot (1~4). Acheron Guardian: Boss Monsters: 50% chance for 1x Pentagram Tier 2 | Normal Monsters: 6% chance for 1x Pentagram Tier 2 | Obelisks winners: 1x Earring T1 [Left] + { 10x Mithril / 30x Elemental Rune }. DS1: Mithrils in drop & 1x Box of Ancients as Participation Reward. DS2: Pentagrams Tier 2 in drop & 1~2x Mithril + 5x Sphere Upgrade Rune as Participation Reward. DS3: Socket Upgrade Notes in drop & 10x Elemental Rune as Participation Reward. DS4: Steel of Heaven in drop & 50% chance for 1x Fragment of Resurrection - 25% chance for 1x Elemental TOCA - 25% chance for 1x Elemental TOL as Participation Reward. DS5: Fragment of Resurrection in drop & 1x Mysterious Stone as Participation Reward. DS6: Fragment of Radiance (1-4) in drop & 4x Golden Sentence as Participation Reward. DS7: Exc. Manticore / Brilliant OFF-Set Item/Shield in drop & 70% chance for 5x Guardian Upgrade Stone - 30% chance for 2x Elite Guardian Upgrade Stone as Participation Reward [UPDATED] Implemented NS Box chances on the following places: Gold Rabbits - 1% chance - Early. BoK+1 Goldens - 1% chance - Early. BoK+2 Goldens - 1.5% chance - Early. Orcs - 2% chance - Early. BoK+3 Goldens - 2% chance - Early. BoK+4 Goldens - 2.5% chance - Early. Golden Budge - 4% chance - Early. Illusion of Kundun - 5% chance - Early. Golden Derkon - 7% chance - Early. GGD - 9% chance - Early. Whie Wizard - 9% chance - Early. Dark Elves (Balgass) - 15% chance - Early. Death Bones - 20% chance - Early. Cursed Dragon - 25% chance - Early. Death King - 25% chance - Early. Nightmare - 30% chance - Early. Kundun - 30% chance - Early. CC1 - 15% chance - Early. CC2 - 30% chance - Early. BC2 - 4% chance - Early. Acheron Guardian Bosses - 5% Early. MUUN Monsters - 2.5% chance - Mid. Elite Monsters - 4% chance - Mid. CC3 - 30% chance - 10% Mid - 20% Early. CC4 - 30% chance - 20% Mid - 10% Early. CC5 - 30% chance - Mid. BC3 - 4% chance - 1.5% Mid - 2.5% Early. BC4 - 4% chance - 2.5% Mid - 1.5% Early. BC5 - 4% chance - Mid. Acheron Guardian Obelisk - 10% Mid. CC6 - 30% chance - 15% Late - 15% Mid. CC7 - 30% chance - Late. BC6 - 4% chance - 1.5% Late - 2.5% Mid. BC7 - 6% chance - 2.5% Late - 3.5% Mid. The following NS Box chances & places are decided but not yet implemented: DOP2 - 4% chance - Early - Golden Chest - everyone from party. IT1 - 4% chance - Early - All participants. IT2 - 7% chance - Early - All participants. World Bosses Participation Reward - 20% chance - Early. DOP3 - 4% chance - 1.5% Mid Box - 2.5% Early Box - Golden Chest - everyone from party. DOP4 - 4% chance - 2.5% Mid Box - 1.5% Early Box - Golden Chest - everyone from party. DOP5 - 4% chance - 4% Mid Box - Golden Chest - everyone from party. IT3 - 7% chance - 3.5% Mid - 3.5% Early - All participants. DOP6 - 3% Mid Box - 1% Late Box - Golden Chest - everyone from party. DOP7 - 2% Mid Box - 2% Late Box - Golden Chest - everyone from party. IT4 - 7% chance - 2% Late - 5% Mid - All participants. IT5 - 7% chance - 4% Late - 3% Mid - All participants. Hybrid Events that will give NS Boxes based on the stage of the game (Early in first weeks, Mid after, etc.): Arena Tournament - Early / Mid / Late Boxes - Participation chance / Performance chance increase / Guaranteed TOP3. NSGM - Early / Mid Boxes with 5% chance for participation. Weekly Imperial - Mid & Late boxes based on weekly rank. Castle Siege NetWorth - Early / Mid Boxes with chance based on NetWorth (minimum chance being 10%). Arca War - To be continued. [ADDED] Introduced 3 ways of "active farm": 1. Treasure Hunt There are 25~60 Chests spawning outside of Safe-Zones in Lorencia, Devias, Noria, Elbeland, Lost Tower, Aida, Kanturu, Karutan2 & Raklion. The number of Chests spawned are equally spread between the available spawn maps. Out of the 15~40 Chests, 85% are Silver Chests and 15% are Golden Chests. Silver Chest reward: 93.5% chance for 2x Bless / 2x Soul / 2x Life / 2x Chaos / 1x Mithril - 6.5% chance for 1x NS Jewel / 1x TOCA / 1x ETOC / 1x ETOL + 5~10 RUUD + 1 Credit + 1% chance for Early NS Box as extra reward. Golden Chest reward: 85% chance for 4x Bless / 4x Soul / 4x Life / 4x Chaos / 4x Elemental Rune / 4x Sphere Upgrade Rune / 2x Creation / 2x Gemstone / 1x Mithril - 15% chance for 1x NS Jewel / 1x TOCA / 1x ETOC / 1x ETOL + 25~50 RUUD + 3 Credits + 5% chance for Early NS Box as extra reward. In order to claim their rewards you must have a Silver Key (for Silver Chests) or a Gold Key (for Golden Chests) and simply find them and click them. Silver & Gold Keys can be found on any monster starting from Devias. Note: There's a 3 second Global Cooldown on all clicks on Chests. The Chests are refreshed every 4 hours at a random minute and announced globally. Hours when they can refresh: 02:xx, 06:xx, 10:xx, 14:xx, 18:xx, 22:xx. 2. Mining System There are 40~100 Nodes spawning in Safe-Zones of Lorencia, Devias, Noria, Elbeland, Lost Tower, Atlans, Tarkan, Aida, Kanturu 1, Karutan 1, Kanturu 3, Acheron, Kanturu Relics, Raklion, Vulcanus & Swamp of Peace. The number of Nodes spawned are equally spread between the available spawn maps. Out of the 40~100 Nodes, 65% are Blue Nodes, 25% are Purple Nodes & 10% are Gold Nodes. You need Pandora Pick in order to start mining. Pandora Pick can be bought from Lorencia Bar and it has 1 Durability. The cost is 15kk Zen. Each mining attempt consumes a different amount of Durability from the Pandora Pick as following: 1 Durability - Blue Nodes attempt. 2 Durability - Purple Nodes attempt. 4 Durability - Gold Nodes attempt. The Pandora Pick's Durability can be increased by using Jewel of Bless on it. Each Jewel of Bless adds +4 Durability. Each mining attempt has a 70% chance to success and 30% chance to fail. There are 5 stages of mining for each node: Stage 1 - if successful you get 1x Jewel based on the node type. Stage 2 - if successful you get 2x Jewels based on the node type. Stage 3 - if successful you get 3x Jewels based on the node type. Stage 4 - if successful you get 4x Jewels based on the node type. Stage 5 - if successful you get 5x Jewels based on the node type. Failing at any stage means losing all the Jewels you acquired until then. After each successful stage, you have the choice to either continue mining or to collect the current reward. Even if you have a failed attempt, you will still get the guaranteed rewards. Blue Nodes reward: Collected Jewel: Bless Guaranteed Reward: 5~10 RUUD + 1 Credit + 0.5% chance for Early NS Box. Purple Nodes reward: Collected Jewel: Creation Guaranteed Reward: 15~30 RUUD + 2 Credits + 1% chance for Early NS Box. Gold Nodes reward: Collected Jewel: Harmony Guaranteed Reward: 25~50 RUUD + 3 Credits + 2% chance for Early NS Box. The Nodes are refreshed every 4 hours at a random minute and announced globally. Hours when they can refresh: 00:xx, 04:xx, 08:xx, 12:xx, 16:xx, 20:xx. 3. Lucky Hunt There are 10 Fortune Pouch monsters that can be found in Crywolf. They have a respawn time of 8~15 minutes after they are killed. Reward: 1x Bless / 1x Soul / 1x Life / 1x Chaos / 1x Creation / 1x Gemstone / 1x Mithril + 10~20 RUUD + 1 Credit + 1% chance for Early NS Box. [ADDED] /active command - you can use it to see what you can actively farm at that moment and it contains info related to Chests, Mine Nodes & Fortune Pouches.
  14. Release date: 10.02.2023 at 16:00 - A small server restart will be needed. Note: You need to update the client via Launcher (PlayZenith.exe). 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 of 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: [ADDED] Acheron zones to move list. [UPDATED] Reworked starting zones (spots & extra mobs spawning). [UPDATED] Karutan2 map level is now 320 instead of 300. [UPDATED] Dungeon3 map level is now 90 instead of 80. [UPDATED] Acheron - Ubaid map level is now 375 instead of 365. [UPDATED] Maps System: 9 NON-PVP Maps: Dungeon (1-3), Aida (1-2), Karutan 2, Kalima 7, Acheron-Debenter, Nixies Lake, Cubera Mine (1-5), Crimson Icarus & Burning Kethothum. 10 GENS Maps: Atlans (1-3), Tarkan (1-2), Karutan 1, Kanturu Relics, Vulcanus, Ferea, Old Kethothum, Atlans Abyss 1, Scorched Canyon & Kanturu Underground. 22 PvP Maps: Rest of maps. Non-PvP maps no longer have a 50% drop penalty. If we'll need a new punishment we'll have something like less % zen or similar things. Gens maps no longer have a 12% bonus exp, we'll have a new gens system to match the new progression. [UPDATED] BoK+1 set items & weapons/extras removed from Silver Medal. [UPDATED] BoK+3 set items removed from Gold Medal. [UPDATED] Now each class has 1 starting set that can only be wear by maximum 2 classes: Bronze: DL Scale: IK Robust: GL Brass: BK Vine: Elf, RW Bone: SM & MG Pad: LEM & KM Leather: RF & GC Wind: SUM & SL The starting sets are all similar in terms of def & stats required. [UPDATED] Reworked the defense on all bok+1~bok+4 sets in a way that it is balanced for all classes: BoK+1 Armor DEF: GL: 20 SM: 20 SUM: 20 LEM: 21 KM: 21 DL: 22 ELF: 23 RW: 23 GC: 24 BK: 25 IK: 26 SL: 26 RF: 28 MG: 30 Then bok+2 has +6 def compared to bok+1, bok+3 has +8 def compared to bok+2 and bok+4 has +11 def compared to bok+3. Exception: RF & MG that have a 25% boost on their difference between tiers. (+7/+10/+13). For the set pieces values goes like this: Pants -5 DEF compared to ARMOR. Helm -8 DEF compared to ARMOR. Boots -10 DEF compared to ARMOR. Gloves -12 DEF compared to ARMOR. [UPDATED] Shops Tier 1 now contains the starting set of each class. [UPDATED] Shops Tier 2 now contains the BoK+1 set for each class. [UPDATED] Manually reworked the non-exc drops from monsters as following: Starting zones: Low items that aren't on BoKs/Medals. BoK+1 Set Items: Devias -> LostTower7/Atlans3. BoK+1 Weapons/Extras: Devias -> Aida2/Tarkan2. BoK+2 Set Items: Tarkan1/Aida1 -> Kanturu2/Karutan1. BoK+2 Weapons/Extras: Icarus -> Kanturu Relics/Karutan2/Kalima6. BoK+3 Set Items: Kanturu3 -> Kanturu Relics/Karutan2/Kalima6. BoK+3 Weapons/Extras: Raklion/Vulcanus/Kalima7 -> Debenter. BoK+4 Set Items: Raklion/Vulcanus/Kalima7 -> Debenter. Bloodangel Set Items: Uruk Mountain -> Ferea. Darkangel Set Items: Nars -> Old Kethothum. Holyangel Set Items: Nixies Lake -> DeepDungeon5. Soul Set Items: Swamp of Dark -> Cubera Mine. Blue Eye Set Items: Atlans Abyss 1 -> Atlans Abyss 3. Silver Heart Set Items: Scorched Canyon -> Crimson Icarus. Manticore Set Items: Arnil Temple -> Gray Aida. Brilliant Set Items: Burning Kethothum -> Kanturu Underground. Apocalypse Set Items: Ignis Volcano. Options: Low Items: Level 0, 0% chance for luck, 0% chance for ADD. BoK+1~2 Set Items & Weapons/Extras: Level 2~4, 10% chance for luck, 1% chance for ADD4. BoK+3~4 Set Items & BoK+3 Weapons/Extras: Level 1~3, 15% chance for luck, 1.5% chance for ADD4. Bloodangel -> Apocalypse Items: Level 1~5, 15% chance for luck, 0.5% chance for ADD4. [UPDATED] Big rework on all spot monsters: All spots monsters now have a respawn of 10s. Attack Range of spot monsters updated: Melee Monsters - range 1 (all) Range Monsters - range 3 from starting maps up to Aida2/Tarkan2 and range 2 from Icarus to Ignis Volcano. All spot monsters levels and exp levels have been touched so there's a clear, linear progression from the weakest map up to the best map. All spot monsters now have their level on name (that only dictactes the drop, no the exp, but the rule is that the higher the "drop" level the higher the exp level as well). Monsters from same level maps now have the same level & exp level (and will have the same stats when we do them). All levelling maps now have a maximum of 4 MOB types (most of them having 3 types) - with few exceptions (like devias). Each levelling map now has a clear progression path (weaker mob types closer to warps -> the longer you move the better the mob type combinations). There are clear rules of how mob types are spread into a map as following: For maps with 3 mob types: 40% of spots -> Mob type 1 spot (weakest) 25% of spots -> Mob type 1 + Mob type 2 spot 20% of spots -> Mob type 2 + Mob type 3 spot 15% of spots -> Mob type 3 spot (strongest) For maps with 4 mob types: 40% of spots -> Mob type 1 spot (weakest) 25% of spots -> Mob type 1 + Mob type 2 spot 20% of spots -> Mob type 2 + Mob type 3 spot 15% of spots -> Mob type 3 + Mob type 4 spot (strongest) IMPORTANT!!! The restructure of mobs from maps is not fully done yet, still missing few maps. [ADDED] Implemented a new concept: Shared Drops If a consumable is picked-up from a monster drop (on spot) and the player that is pick-ing it up is in a party, everyone from party that is in the 10x10 range of the picker will also receive that consumable. Example: rDy, Mario, BMG and PressPlay are in a party. rDy, Mario and BMG are on spot, PressPlay is in safe-zone. rDy is picking up a Jewel of Bless -> Mario & BMG are also receiving a Jewel of Bless, but PressPlay does not. There's also a "Bonus" feature: If 4 players of the same party are on spot (in 10x10 range), there's a 25% chance when a consumable is picked-up that one random player from those 4 is receiving 2x from that consumable. If 5 players of the same party are on spot (in 10x10 range), there's a 40% chance when a consumable is picked-up that one random player from those 5 is receiving 2x from that consumable. Currently the consumables that are part of "Shared Drops" are: Jewel of Bless Jewel of Soul Jewel of Chaos Jewel of Life Jewel of Creation Gemstone Elemental Rune The feature tries to touch multiple "issues": Lower the gap between ALT farm and NORMAL, random solo players (which usually have like 1/5 chance of getting something while a random ALT gets 100% of the drops). Reduce the frustrations for those that have higher PING and can't really compete for drops with people that have normal ping. Get rid of the "fights" between permanent parties for splitting the drops. [UPDATED] Level entries for events to match the new S18 P3 progression: BC/DS/CC/Doppelganger: [1]: 250~399 [2]: 400~549 [3]: 550~699 [4]: 700~899 [5]: 900~1099 [6]: 1100~1299 [7]: 1300+ IT: [1]: 250~399 [2]: 400~699 [3]: 700~999 [4]: 1000~1299 [5]: 1300+ [UPDATED] Guardian Tier 4 level is now 1350 instead of 1400. [UPDATED] Corrected / improved lots of texts. [UPDATED] Invasions numbers and maps: Goldens: Box of Kundun + 1: 10x Knights in Dungeon(1-3), 8x Vepars in Atlans(1-3). Box of Kundun + 2: 9x Tantalos in Tarkan(1-2), 7x Golems in Aida(1-2). Box of Kundun + 3: 8x Satyros in Kanturu(1-3), 6x Soldiers in Karutan2. Box of Kundun + 4: 8x Iron Knight in Raklion, 4x Twin Tale in Relics. Special: 1x Budge Dragon in Lorencia, 1x Budge Dragon in Devias(1-4), 1x Budge Dragon in Noria, 1x Budge Dragon in Elbeland(1-3). Special: 1x Derkon in LostTower(1-7), 1x Derkon in Karutan1. Special: 1x GGD in Acheron (Alkmaar or Ubaid, randomly), 1x GGD in Vulcanus. Elite Monsters: Ferea: 4x Elite Monsters. Old Kethothum: 4x Elite Monsters. Nixies Lake: 4x Elite Monsters. Deep Dungeon 1-5: 3x Elite Monsters in each Deep Dungeon. Swamp of Darkness: 4x Elite Monsters. Atlans Abyss 3: 4x Elite Monsters. MUUN Monsters: 10x in Vulcanus, 10x in Swamp, 8x in Ferea, 6x in Old Kethothum and 6x in Nixies Lake. [UPDATED] Removed global kill message from Rabbits & MUUN Monsters. [UPDATED] Improved /invasion command: All messages are now shown on the global screen (middle). Monster counts can now be seen for both sub-servers under any sub-server (you can see both normal & gens maps monsters left). Added color for the monster counts so they can be seen more easily. [UPDATED] Newly created characters now start with new default, custom Helper basic settings, including the most important item-picks. [UPDATED] Progression diagram: [ADDED] Statistics for all jewels from monsters drop, shared drops and bonus jewel drops, all of them being split in early maps statistics, mid maps statistic and late maps statistics. This will help us to more easily adjust inflation/deflation of jewels drops based on real game data. [ADDED] Implemented a new concept: Shared Pools Balgass, Medusa, Selupan, Lord Silvester, Core Magriffy, Nix, Lord of Ferea & God of Darkness now have a Shared Pool of Credits & RUUD. Basically, there's a higher number of RUUD & Credits given when the boss dies but the amount of RUUD & Credits given are equally split between the players that are in range of the boss when it dies. Example: Medusa has a Shared Pool of 120 Credits & 1000 RUUD. If there are 5 players in Medusa's range when she dies, each of them receive 24 Credits & 200 RUUD. If there's only one player in range when she dies, the player will receive 120 Credits & 1000 RUUD. [UPDATED] Implemented Credits & RUUD for most of the PvM monsters: Gold Rabbit - 3 credits & 20~40 RUUD (random value) - for MOST DAMAGE MUUN Monsters - 5 credits - 80~120 RUUD (random value) - for MOST DAMAGE BoK+1 Goldens - 3 credits - 20~40 RUUD (random value) - for MOST DAMAGE BoK+2 Goldens - 4 credits - 20~40 RUUD (random value) - for MOST DAMAGE BoK+3 Goldens - 5 credits - 20~40 RUUD (random value) - for MOST DAMAGE BoK+4 Goldens - 6 credits - 20~40 RUUD (random value) - for MOST DAMAGE Golden Budge Dragon - 10 credits - 20~40 RUUD (random value) - for MOST DAMAGE Golden Derkon - 15 credits - 20~40 RUUD (random value) - for MOST DAMAGE GGD - 20 credits - 50~75 RUUD (random value) - for MOST DAMAGE Elite Monsters - 10 credits - 80~120 RUUD (random value) - for MOST DAMAGE WW Orcs - 4 credits - 20~40 RUUD (random value) - for MOST DAMAGE WW - 15 credits - 50~75 RUUD (random value) - for MOST DAMAGE Cursed Dragon - 25 credits - 50~75 RUUD (random value) - for MOST DAMAGE Death Skeleton - 10 credits - 20~40 RUUD (random value) - for LAST HIT Death King - 30 credits - 50~75 RUUD (random value) - for MOST DAMAGE Nightmare - 40 credits - 50~75 RUUD (random value) - for MOST DAMAGE Kundun - 40 credits - 50~75 RUUD (random value) - for MOST DAMAGE Illusions of Kundun - 10 credits - 20~40 RUUD (random value) - for MOST DAMAGE Bloody Witch Queen - 50 credits - 50~75 RUUD (random value) - for MOST DAMAGE Balgass - Shared Pool of 500 credits - Shared Pool of 3000 RUUD Dark Elf - 30 credits - 50~75 RUUD (random value) - for MOST DAMAGE Medusa - Shared Pool of 120 credits - Shared Pool of 1000 RUUD Selupan - Shared Pool of 120 credits - Shared Pool of 1000 RUUD Lord Silvester - Shared Pool of 160 credits - Shared Pool of 2500 RUUD Core Magriffy - Shared Pool of 160 credits - Shared Pool of 2500 RUUD Nix - Shared Pool of 200 credits - Shared Pool of 4000 RUUD Lord of Ferea - Shared Pool of 200 credits - Shared Pool of 4000 RUUD God of Darkness - Shared Pool of 200 credits - Shared Pool of 4000 RUUD World Bosses: 50 Credits each eligible participant - 200 RUUD each eligible participant [UPDATED] Implemented most of the item drops: BC/DS+1 mats: Monsters level 81~123 - Icarus up to Ubaid (included). BC/DS+2 mats: Monsters level 124~167 - Swamp up to Ferea (included). BC/DS+3 mats: Monsters level 159~200 - Ferea up to Nixies (included). BC/DS+4 mats: Monsters level 192~263 - Nixies up to Swamp of Dark (included). BC/DS+5 mats: Monsters level 249~335 - Swamp of Darkup to Scorched Canyon (included). BC/DS+6 mats: Monsters level 325~491 - Scorched Canyon up to Burning Kethothum (included). BC/DS+7 mats: Monsters level 479+ - Burning Kethothum up to Ignis Volcano (included). Symbol of Kundun + 1~7: Monsters level 19~211 - Devias up to Deep Dungeon 5 (included). Sign of Dimensions: Monsters level 81+ - Icarus up to Ignis Volcano (included). Varka Ticket: Monsters level 203+ - Deep Dungeon 1 up to Ignis Volcano (included). Sign of Lord - Monsters level 62+. Pumpkin of Luck - Monsters level 19~146 - Devias up to Acheron - Uruk Mountain (included). Silver Medal - Monsters level 19~91 - Devias up to Kanturu2/Karutan1 (included). Gold Medal - Monsters level 92~146 - Kanturu3 up to Acheron - Uruk Mountain (included). Non-Exc Rings/Pendants 2-4% HP Recovery (or 10% Mana/10% AG) - Monsters level 19~117 - Devias up to Vulcanus (included). Uniria - Monsters level 1~81 - All maps up to Icarus (included). Guardian Angel - Monsters level 1~123 - All maps up to Acheron - Ubaid (included). IMP - Monsters level 43~145 - Dungeon3 up to Acheron - Uruk Mountain (included). Rudolf - Monsters level 43~317 - Dungeon3 up to Atlans Abyss 3 (included). Mithril Fragment - Monsters level 95+. Moonstone Pendant - Kanturu Relics (any monster). Pentagrams Tier 1 - Monsters level 95~135 - Alkmaar up to Acheron - Debenter (included). Jewel of Bless, Jewel of Soul, Jewel of Chaos - Monsters level 19+ - The higher the map the higher the drop rate as following: Boost 1: Monsters level 78+. Boost 2: Monsters level 108+. Boost 3 (higher boost): Monsters level 159+. Boost 4: Monsters level 212+. Boost 5 (higher boost): Monsters level 325+. Boost 6: Monsters level 479+. Jewel of Life - Monsters level 71+ - The higher the map the higher the drop rate as following: Boost 1: Monsters level 108+. Boost 2 (higher boost): Monsters level 159+. Boost 3: Monsters level 212+. Boost 4 (higher boost): Monsters level 325+. Boost 5: Monsters level 479+. Special Consumables drops: Jewel of Creation: Tarkan1/2. Karutan1. Karutan2. Acheron - Alkmaar. Kalima6. Raklion. Kalima7. Acheron - Uruk Mountain. Ferea. Old Kethothum. Deep Dungeon 5. Swamp of Dark. Atlans Abyss 2. Atlans Abyss 3. Crimson Icarus. Burning Kethohum. Gemstone: Kanturu3. Kanturu Relics. Swamp of Peace. Old Kethothum. Deep Dungeon 1. Deep Dungeon 3. Cubera Mine 1-5. Scorched Canyon. Gray Aida. Kanturu Underground. Elemental Rune: Acheron - Ubaid. Acheron - Debenter. Ferea. Deep Dungeon 2. Deep Dungeon 4. Atlans Abyss 1. Atlans Abyss 3. Arnil Temple. Ignis Volcano. Sphere: Vulcanus. Acheron - Uruk Mountain. Acheron - Nars. Deep Dungeon 5. Special Items drops: Magic Backpack: Tarkan1/2. Kanturu2. Acheron - Debenter. Ferea. Old Kethothum. Dark Horse & Dark Raven Spirits: Aida1/2. Kanturu1. Acheron - Ubaid. Loch Feather & Monarch Crest: Icarus. Karutan1. Raklion. Fenrir Mats (Splinter of Armor, Bless of Guardian, Claw of Beast): Acheron - Alkmaar. Kalima6. Acheron - Uruk Mountain. Condor Flame: Vulcanus. Swamp of Peace. Acheron - Nars. Nixies Lake. Note: For Special drops the higher the map the higher the drop rate. What is missing so far and it is open to discussions: Class skills & tiers. Any other drop you may consider a good idea to be added OR removed.
  15. Release date: 11.01.2023 at 21:30 - A small server restart will be needed. Note: Make sure to download the new full client (V3). 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 of 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] Improved Texts related to Hunting Log & Instant Hunting Log. [FIXED] Mastery upgrades not letting higher than ADD 16 items for mix. [FIXED] Missing texts from 9th mastery set mix & 8th mastery weapon mix. [UPDATED] Earring of Deception (Left) official level is now 1150. [UPDATED] Earring of Deception (Right) official level is now 1300. [FIXED] Brilliant weapons (for all classes except of IK) and IK's silver heart, manticore and brilliant weapons requiring way more stats than showing. [FIXED] Manticore->Brilliant Blade mix not working. [FIXED] Manticore Shield->Brilliant Shield mix not working. [FIXED] Manticore Fairy Shield->Brilliant Fairy Shield mix not working. [ADDED] Cyclone skill to IK's weapons: Silver Blade, Xeno Blade & AA Blade. [UPDATED] Ferea is now a level 500+ map. [FIXED] Monica giving the wrong MUUNs in exchange (the ones from S17). [ADDED] Elven Shield in BoK+2 Extras, Elemental Shield in BoK+3 Extras & El Hazard Shield in BoK+4 Extras. [UPDATED] Improved and corrected most things related to Ruud Shop - texts, bugs, order of items, missing items, removal of not used items, etc. (it is not official yet, and prices aren't correct, but preparing the ground for it). [UPDATED] Improved Jewel of Harmony option rates: Number of options: 25% chance for 1 option / 50% chance for 2 options / 25% chance for 3 options. Option type: 15% chance for tier 1 option / 35% for tier 2 option / 30% for tier 3 option / 20% for tier 4 option. Note: Play around with this rates and check how it feels. [FIXED] Blue Portal from Nixies (60 109) not teleporting from first try. [ADDED] New maps & prices on Character Warp (web). [ADDED] New 10x10 dummies zone with 10 dummies (near the other dummies in crywolf). [UPDATED] Tweaks on spots & minimap from Old Kethothum, Nixies Lake, Kalima 6 & 7. [UPDATED] Improved the "Osbourne & Jerridon" NPC texts. [UPDATED] Earrings global chances (either dropped or mixed) for exc options are now 75% for 2 options / 25% for 3 options. [UPDATED] Upgraded server to S18 Episode 3 (you need the new, full client V3) Most notable additions: Artifact System "Boss Battle Together" Event Gaion Event Renewal Missing items
  16. Release date: 20.12.2022 at 05:00 - A small server restart will be needed. Note: Make sure to update the game via Launcher (PlayZenith.exe) - close the Launcher and reopen it to search for updates! 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 of 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] Removed Devilwood Quiver from BoK+4 [actually it is a socket quiver]. [FIXED] Manticore Lord Boots dropping instead of Light Ray boots from BoKs & Silver Medals. [UPDATED] Reset Fruits are now resetting 100 stats per fruit (this is the official value). [FIXED] Few items showing all classes that can use them instead of showing none (NS Jewel as example). [FIXED] Lord of Ferea having the light from Ferea's Orb stuck on it after spawn. [UPDATED] Tweak on Ignis Volcano 147x 86y and 186x 69y. [UPDATED] Tweak on Acheron Ubaid 189x 220y. [ADDED] Death King, Illusion of Kundun, Kundun, Lord Silvester, Core Magriffy, World Bosses, Lord of Ferea, Nix & God of Darkness locations on Minimap [ADDED] "Boss Zone" where it was missing on minimap [ADDED] Acheron sub-zones level required on Minimap on their gates [UPDATED] Corrected/changed/improved texts related to Guild (positions, options, etc.) [FIXED] "unfixable" korean texts (Chaos Goblin & MU Rummy). [FIXED] "unfixable" corrupted texts on the Mix NPCs (from the bottom). [UPDATED] Corrected/improved texts related to character advanced stats. [FIXED] Most of your catches from "Texts" feedback. [ADDED] Training Dummies on Crywolf around 205 40 (both for single target and AoE) - position isn't the official one [FIXED] The following MUUNs & added into drop: Muren Rexmillon - Brave Lemuria & Kundun - Brave King Huma - Premium Dandelion Fairy - Premium Sea Lifeguard - Premium Chestnut Fairy - Premium Snowboarder - Premium [UPDATED] Corrected/improved all MUUNs names and made them to be the same both on the ground and on inventory. [UPDATED] Removed the few MUUNs that had Repair Fee & Increase Zen options from game. [UPDATED] MUUN Eggs (Fire Flame Ghost Egg, Lucky Bag Egg, WereRabbit Egg & Golden Goblin Egg) drops fully implemented & tested: 43% - 1x Normal MUUN (77x Normal MUUNs in total) 25% - 1x Premium MUUN (89x Premium MUUNs in total) 20% - 1x Evolution Stone 8% - 1x MUUN Energy Converter 3% - 1x Brave MUUN (11x Brave MUUNs in total) 1% - 1x Mount MUUN (4x Mount MUUNs in total) [FIXED] Elemental Rune price (you can now buy the stacks from test shop). [UPDATED] Elemental Rune & Sphere Upgrade Rune now can be stacked up to 50 instead of 30. [FIXED] BC bug not letting you pass the bridge. [UPDATED] Gate Lorencia -> Noria now requires level 1. [FIXED] LT3-LT7 map requirement to match the gate level. [ADDED] Barracks minimap icon in Crywolf [FIXED] Karutan 2 gate name from Karutan 1 N. [FIXED] Vulcanus Gate to require level 390 instead of 400. [FIXED] Kanturu Underground & Ignis Volcano to require -10 levels from warp in server side as well. [ADDED] custom gate from Scorched Canyon -> Tarkan [UPDATED] Changed Red & Blue Gates from Ferea to teleport closer to their own gate instead of to the middle. [UPDATED] Early NS Box, Mid NS Box & Late NS Box drops fully implemented & tested: Early NS Box: 25% - 1x High Tier Ancient Item for the class that drops it 16.5% - 1x Exc. Earring Tier 1 [Left] (level +1~9 | 1 option) 12.8% - 1x Loch Feather 12% - 1x Sealed Bloodangel Item for the class that drops it 12% - 1x Flame of Condor 7.2% - 1x Monarch Crest 6% - 1x Wings Level 2 (45% chance for luck | 80% chance for 1 option / 20% chance for 2 options) for the class that drops it 5% - 1x Exc. Bloodangel Weapon (25% chance for luck | 20% chance for 2 options) for the class that drops it 3.5% - 1x Exc. 380 Weapon (30% chance for luck | 30% chance for 2 options) for the class that drops it (and only to those that have 380 weapon) Mid NS Box: 16% - 1x Broken Horn 12% - 2x Fragments of Radiance (1~4) 11% - 1x Exc. Earring Tier 1 [Right] (level +1~9 | 1 option) 10% - 1x Darkangel Soul 10% - 1x Holyangel Soul 9% - 1x Forefathers Casting Mold 8% - 1x Glory Casting Mold 6% - 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) 4% - 1x Darkangel Anvil 4% - 1x Holyangel Anvil 4% - 1x Pentagram Tier 3 (4x Slots) 3% - 1x Archangel Hammer 3% - 1x Seal of Ghost Horse Late NS Box: 23% - 1x Seed Sphere (DD/REF/HP) Level 7 12% - 1x Errtel Emblem 11% - 1x Frost Soul 11% - 1x Silver Heart Soul 9% - 1x Expansion Scroll of Radiance Slot 6.5% - 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% - 1x Pentagram Emblem 5% - 1x Frost Anvil 5% - 1x Silver Heart Anvil 4.5% - 1x Garuda Flame 4% - 1x Blood Casting Mold 3% - 1x Seal of Ice Dragon [UPDATED] Box of Ancients drops fully implemented & tested - dropping 2x Ancient Items: Low Tier Ancients (everywhere you see Low Tier Ancient dropped): Hyperion Anonymous Mist Berserker Cloud Barnake Sylion Minet Gaia Odin Argo Fase Elvian Mid Tier Ancients (everywhere you see Mid Tier Ancient dropped): Enis Vicious Karis Muren Broy Semeden Rave Akhir Emile Molossos Falcon Baldur Maat Slayer High Tier Ancients (everywhere you see High Tier Ancient dropped): Hyon Anubis Aruan Gaion Agnis Chrono Vega Camill Arcadin Vesper Burning Magus Freya Mortal [UPDATED] BoKs+1~4 drops fully implemented & tested: BoK+1 (dropping 2x Items, each of them having the following rates): 70.5% - 1x BoK+1 Set Item 7.5% - 1x BoK+1 Weapon/Extras 15% - 1x BoK+2 Set Item 5% - 1x BoK+3 Set Item 2% - 1x Exc. Ring/Pendant (level +0~4 | HP Rec +0%~3% | 60% chance for 1 option / 30% chance for 2 options / 10% chance for 3 options) BoK+1 Set Items: Legendary Dragon Light Plate Storm Crow Guardian Violent Wind Plate Gru Hill Rune Pad Glimmer Mage Pad Slayer Red Leather Gunner Scale Illusionist BoK+1 Weapons: Crystal Sword Lightning Sword Legendary Staff Resurrection Staff Silver Bow Aquagold Crossbow Rune Blade Battle Scepter Master Scepter Mystery Stick Sacred Glove Prickle Lance Elemental Rune Mace Dacia Short Sword Entropy Gun Basic Magic Book Royal Orb Silver Blade NOTE: Each class that doesn't have a 2nd weapon in the BoK does have double chance on its only weapon. BoK+1 Extras: Skull Shield Large Round Shield Book of Sahamut Alacran Shield BoK+2 (dropping 2x Items, each of them having the following rates): 70.5% - 1x BoK+2 Set Item 7.5% - 1x BoK+2 Weapon/Extras 15% - 1x BoK+3 Set Item 5% - 1x BoK+4 Set Item 2% - 1x Exc. Ring/Pendant (level +0~4 | HP Rec +0%~3% | 60% chance for 1 option / 30% chance for 2 options / 10% chance for 3 options) BoK+2 Set Items: Eclipse Black Dragon Adamantine Valiant Iris Red Wing Sacred Fire Princie Rune Sphinx Light Ray Mage Sphinx Slayer Scale Gunner Plate Illusionist BoK+2 Weapons: Dragon Spear Sword of Destruction Dragon Soul Staff Destruction Staff Celestial Bow Great Reign Crossbow Sword Dance Great Scepter Lord Scepter Violent Wind Stick Red Wing Stick Holy Storm Claws Lapid Lance Conmocion Lance Cookery Short Sword Frere Magic Gun Elemental Magic Book Myotis Orb Xeno Blade NOTE: Each class that doesn't have a 2nd weapon in the BoK does have double chance on its only weapon. BoK+2 Extras: Tower Shield Combat Quiver Book of Neil Lapid Shield BoK+3 (dropping 2x Items, each of them having the following rates): 75.5% - 1x BoK+3 Set Item 7.5% - 1x BoK+3 Weapon/Extras 15% - 1x BoK+4 Set Item 2% - 1x Exc. Ring/Pendant (level +0~4 | HP Rec +0%~3% | 60% chance for 1 option / 30% chance for 2 options / 10% chance for 3 options) BoK+3 Set Items: Dark Phoenix Grand Soul Holy Spirit Thunder Hawk Dark Steel Ancient Storm Zahard Sate Rune Legendary Slayer Demonic Round Gunner Flash Mage Legendary Steel Plate BoK+3 Weapons: Dark Breaker Knight Blade Kundun Staff Platina Staff Albatross Bow Viper Bow Dark Reign Blade Shining Scepter Great Lord Scepter Ancient Stick Demonic Stick Piercing Blade Glove Alacran Lance Pluma Lance El Hazard Mace Attribute Magic Book Blue Moon Orb NOTE: Each class that doesn't have a 2nd weapon in the BoK does have double chance on its only weapon. BoK+3 Extras: Bronze Shield Legendary Shield Serpent Shield Book of Lagle Pluma Shield BoK+4 (dropping 2x Items, each of them having the following rates): 90.5% - 1x BoK+4 Set Item 7.5% - 1x BoK+4 Weapon/Extras 2% - 1x Exc. Ring/Pendant (level +0~4 | HP Rec +0%~3% | 60% chance for 1 option / 30% chance for 2 options / 10% chance for 3 options) BoK+4 Set Items: Dark Soul Great Dragon Dark Master Hurricane Red Spirit Demonic Piercing Groove Hirat Kanaz Magic Flare Noble Pixie Nightwing Frere Black Origin BoK+4 Weapons: Brova AA Sword Chromatic Staff AA Staff Aileen Bow AA Crossbow Thunder Blade Striker Scepter AA Scepter Raven Stick AA Stick AA Claws Vis Lance AA Lance AA Mace AA Short Sword AA Gun Shining Feather Magic Book AA Orb AA Blade NOTE: Each class that doesn't have a 2nd weapon in the BoK does have double chance on its only weapon. BoK+4 Extras: Dragon Shield Grand Soul Shield Cross Shield Vis Shield [UPDATED] Silver Medal & Gold Medal drops fully implemented and tested: Silver Medal: 1x Non Exc. BoK+1/BoK+2 Set Item/Weapon/Extras Rates: level +4~8 | 40% chance for luck | 3% chance for ADD4 Gold Medal: 1x Non Exc. BoK+3/BoK+4 Set Item/Weapon/Extras Rates: level +3~6 | 50% chance for luck | 5% chance for ADD4 Note: AA Weapons can't drop from Gold Medal [UPDATED] Fully implemented & tested the following drops: BC1: 1x [40% 10x Bless / 30% 7x Soul / 20% 3x Chaos / 10% 3x Life] + 20% chance for an extra item as [70% 1x TOCA / 21.3% 1x Loch Feather / 8.7% 1x Monarch Crest]. BC2: 3x Mithril + 5x Sphere. BC3: 1x Premium MUUN + 1x TOCA. BC4: 1x [50% 1x Exc. Soul OFF-Set Item or Soul Shield / 25% 2x ETOC / 25% 2x ETOL]. BC5: 1x [40% 1x Glory Casting Mold / 30% 10x Golden Sentence / 30% 3x Guardian Upgrade Stone] + 1x [50% 5x Creation / 50% 5x Chaos] BC6: 1x [70% 1x Fragment of Radiance Slot (1~4) / 30% 2x Elite Guardian Stone] + 1x [50% 8x Creation / 50% 8x Chaos] BC7: 1x [60% 1x Pentagram Emblem / 25% 1x Garuda Flame / 13% 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) / 2% 1x Seal of Ice Dragon] CC1: 1x Higher Tier Ancient Item + 1x NS Jewel CC2: 1x Earring Tier 1 [Left] (level +1~9 | 1 option) + 50x Sphere Upgrade Rune CC3: 1x [70% 1x Pentagram Tier 3 (4 slots) / 1x Exc. Earring Tier 1 [Right] (level +1~9 | 1 option)] + 20x Life CC4: 1x [15% 1x Seal of Ghost Horse / 25% 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) / 30% 1x Forefathers Casting Mold / 30% 1x Glory Casting Mold] + 20x Chaos CC5: 1x [35% 1x Errtel Emblem / 30% 1x Seal of Ghost Horse / 15% 1x Garuda Flame / 20% 1x Blood Casting Mold] CC6: 1x [50% 1x Pentagram Emblem / 25% 1x Seal of Ice Dragon / 25% 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)] CC7: 1x [50% 1x Blood Casting Mold / 15% 1x Seal of Pierce Lion / 35% 1x Seal of Ice Dragon] + 1x Garuda Flame Gold Rabbit: 1x [21% 1x Reset Fruit / 25% 3x Bless / 25% 2x Soul / 25% 1x Chaos / 4% 1x NS Jewel] + 1x Mithril Fragment WW Orcs: 1x [23.75% 1x Creation / 23.75% 1x Life / 23.75% 3x Bless / 23.75% 2x Soul / 5% 1x TOCA] + 1x Mithril Fragment White Wizard: 1x [25% 15x Bless / 25% 10x Soul / 25% 5x Chaos / 25% 3x Mithril] + 30% chance for an extra item as [35.5% 1x Loch Feather / 14.5% 1x Monarch Crest / 50% 1x TOCA] Cursed Dragon: 1x [71% 1x Loch Feather / 29% 1x Monarch Crest] + 1x Fragment of Radiance Slot (1~4) + 10x Gemstone Illusion of Kundun: 1x Box of Ancients Death King: 1x [50% 1x Magic Backpack / 1x NS Jewel] + 3x Mid-High Tier Ancient + 5x Life Kundun: 2x High Tier Ancient + 1x NS Jewel + 10x Life Nightmare: 1x [70% 1x Sealed Bloodangel Gloves / 20% 1x Cracked Bloodangel Item / 10% 1x Exc. Bloodangel Weapon (25% chance for luck | 20% chance for 2 options)] + 1x Flame of Condor + 2x TOCA + 40x Elemental Rune + [50% 30x Bless / 50% 20x Soul] Bloody Witch Queen: 1x [50% 1x Sealed Bloodangel Boots / 35% 1x Cracked Bloodangel Item / 15% 1x Exc. Bloodangel Weapon (25% chance for luck | 20% chance for 2 options)] + 1x Flame of Condor + 3x ETOL + 40x Sphere Upgrade Rune + [50% 35x Bless / 50% 23x Soul] Medusa: 1x [60% 1x Sealed Bloodangel Pants / 20% 1x Cracked Bloodangel Item / 8% Exc. 380 Weapon (30% chance for luck | 30% chance for 2 options) / 12% 1x Darkangel Soul] + 1x [33% 20x Life / 33% 12x Chaos / 34% 8x Creation] + 5x Socket Set Items Tier 1 (50% luck | 3 slots) + 4x ETOC + 10x Gemstone Selupan: 1x [50% 1x Sealed Bloodangel Armor / 20% 1x Cracked Bloodangel Item / 10% Exc. 380 Weapon (30% chance for luck | 30% chance for 2 options) / 10% Darkangel Anvil / 10% 1x Earring Tier 1 [Left] (level +1~9 | 1 option)] + 1x [33% 25x Life / 33% 16x Chaos / 34% 12x Creation] + 6x Socket Set Items Tier 1 (50% luck | 3 slots) + 4x TOCA + 15x Gemstone Lord Silvester: 1x [50% 1x Holyangel Soul / 25% 1x Holyangel Anvil / 15% 1x Seal of Ghost Horse / 10% 1x Forefathers Casting Mold] + 1x Pentagram Tier 3 (4 slots) + 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) + [50% 15x Mithril / 50% 50x Sphere Upgrade Rune] + [50% 50x Bless / 50% 35x Soul] + 30x Life Core Magriffy: 1x [35% 1x Awakening Soul / 20% 1x Soul Anvil / 20% 1x Seal of Ghost Horse / 25% 1x Glory Casting Mold] + 1x Pentagram Tier 3 (4 slots) + 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) + [50% 18x Mithril / 50% 50x Sphere Upgrade Rune] + [50% 20x Chaos / 50% 15x Creation] + 30x Life Lord of Ferea: 1x [40% 1x Frost Soul / 16% 1x Frost Anvil / 20% 1x Silver Heart Soul / 8% 1x Silver Heart Anvil / 6% 1x Socket Necklace Tier 2 (75% chance for 3 options / 25% chance for 4 options | 40% chance for 2 slots / 60% chance for 3 slots) / 10% 1x Garuda Flame] + 1x Pentagram Emblem + 1x Errtel Emblem + 1x ETOC + 1x ETOL God of Darkness: [40% 1x Frost Soul / 16% 1x Frost Anvil / 20% 1x Silver Heart Soul / 8% 1x Silver Heart Anvil / 6% 1x Socket Necklace Tier 2 (75% chance for 3 options / 25% chance for 4 options | 40% chance for 2 slots / 60% chance for 3 slots) / 10% 1x Blood Casting Mold] + 1x Pentagram Emblem + 1x Errtel Emblem + 100x Sphere Upgrade Rune Nix: [40% 1x Frost Soul / 16% 1x Frost Anvil / 20% 1x Silver Heart Soul / 8% 1x Silver Heart Anvil / 6% 1x Socket Necklace Tier 2 (75% chance for 3 options / 25% chance for 4 options | 40% chance for 2 slots / 60% chance for 3 slots) / 10% 1x Seal of Ice Dragon] + 1x Pentagram Emblem + 1x Errtel Emblem + 100x Elemental Rune
  17. Release date: 12.12.2022 at 23:00 - A small server restart will be needed. Note: Make sure to update the game via Launcher (PlayZenith.exe) - close the Launcher and reopen it to search for updates! 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 of 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: [ADDED] IK ancient normal ancient sets in box of ancients and other ancient drops. Slayer Black Origin = Mid Tier. Mortal Black Origin = High Tier. [ADDED] IK's bloodangel sealed parts & weapon + w2 in early ns box. [ADDED] IK exc sets in BoKs: BoK+1: Scale Illusionist & Silver Blade. BoK+2: Plate Illusionist & Xeno Blade. BoK+3: Steel Plate. BoK+4: Black Origin & AA Blade. [UPDATED] Deleted Bronze set from T1 BK shop. [UPDATED] Replaced Bronze set from T1 MG shop with scale. [ADDED] Scale Illusionist & silver blade in DK shop (blacksmith) - they now share the same T1. [ADDED] Plate Illusionist & xeno blade in T2 shop of Bolo. [FIXED] Nixies and Old Kethothum being switched in terms of coordonates and monsters per spot (initially Nixies was the higher map but we changed that without updating the spots from both maps). [FIXED] Awakening Soul set for IK not showing the ancient options. [FIXED] Slayer ancient set for IK not showing the ancient options. [ADDED] Starter Ring level 40 & 80 + Switch Scroll to IK on character creation. [ADDED] Scale Illusionist & Plate Illusionist as Starter Ring level 40 drops for IK. [ADDED] Small Iron Cloak into Starter Ring level 80. [UPDATED] Adjusted Pull-Back feature to include all current maps and their structures. [UPDATED] Now GL can use Cloak of Steel [IK's W1] as part of its class W1 wings. Current official wings classes: Classes [Small]: Small SM: SM & MG. Small BK: BK & SL. Small Elf: Elf & RW. Small SUM: SUM & LEM. Small GL: GL & GC. Small DL: DL. Small RF: RF. Small KM: KM. Small IK: IK. Classes [W1]: W1 SM: SM, MG & GC. W1 BK: BK & SL. W1 Elf: Elf & RW. W1 SUM: SUM & LEM. W1 KM: KM, DL & RF. W1 IK: IK & GL. Classes [W2]: W2 SM: SM & GC. W2 BK: BK & SL. W2 Elf: Elf & RW. W2 MG: MG. W2 DL: DL. W2 SUM: SUM & LEM. W2 RF: RF. W2 GL: GL. W2 KM: KM. W2 IK: IK. [FIXED] The 2 new Brave MUUNs from S18 (Elemental Elf & Illusion Knight Jackquard) and added to the MUUN boxes. [UPDATED] Silver medal items are dropping with level 4~8, 40% chance for luck and 3% chance for ADD4. [UPDATED] Gold medal items are dropping with level 3~6, 50% chance for luck and 5% chance for ADD4. [UPDATED] BoK drops stats [all of them are dropping +0 and without ADD]: BoK+1: 50% chance for luck, Set Items: 82% chance for 2 options, 15% chance for 3 options, 3% chance for 4 options | Weapons/Extras: 76% chance for 1 option, 20% chance for 2 options, 4% chance for 3 options. BoK+2: 40% chance for luck, Set Items: 77.5% chance for 2 options, 18% chance for 3 options, 4.5% chance for 4 options | Weapons/Extras: 69% chance for 1 option, 25% chance for 2 options, 6% chance for 3 options. BoK+3: 30% chance for luck, Set Items: 73% chance for 2 options, 21% chance for 3 options, 6% chance for 4 options | Weapons/Extras: 62% chance for 1 option, 30% chance for 2 options, 8% chance for 3 options. BoK+4: 25% chance for luck, Set Items: 67% chance for 2 options, 25% chance for 3 options, 8% chance for 4 options | Weapons/Extras: 55% chance for 1 option, 35% chance for 2 options, 10% chance for 3 options. [UPDATED] BoK potential drops: BoK+1: 70.5% BoK+1 Set Item, 7.5% BoK+1 Weapon/Extras, 15% BoK+2 Set Item, 5% BoK+3 Set Item, 2% Rings/Pendants Exc. BoK+2: 70.5% BoK+2 Set Item, 7.5% BoK+2 Weapon/Extras, 15% BoK+3 Set Item, 5% BoK+4 Set Item, 2% Rings/Pendants Exc. BoK+3: 75.5% BoK+3 Set Item, 7.5% BoK+3 Weapon/Extras, 15% BoK+4 Set Item, 2% Rings/Pendants Exc. BoK+4: 90.5% BoK+4 Set Item, 7.5% BoK+4 Weapon/Extras, 2% Rings/Pendants Exc. [UPDATED] Rings/Pendants from BoKs are dropping with: 26% chance for level +0, 36% chance for level +1, 19% chance for level +2, 13% chance for level +3, 6% chance for level +4. 20% chance for 0% HP REC, 40% chance for 1% HP REC, 30% chance for 2% HP REC, 10% chance for 3% HP REC. 60% chance for 1 option, 30% chance for 2 options, 10% chance for 3 options. [UPDATED] Rings/Pendants from Golden Budge Dragon are dropping with: 30% chance for level +1, 35% chance for level +2, 20% chance for level +3, 15% chance for level +4. 40% chance for 1% HP REC, 40% chance for 2% HP REC, 20% chance for 3% HP REC. 84% chance for 2 options, 16% chance for 3 options. [ADDED] All skills in Test Shop (tabs 2 & 3). [ADDED] 50x chaos & 10x BC/DS tickets in test shop. [UPDATED] Lapidary & Magic stones are now 50x in test shop. [UPDATED] Spots Tweaks: Dungeon 3 7x 123x Atlans 1 48x 67y Atlans 1 23x 59y LT7 5x 98y (deleted) Aida 1 149x 15y Aida 1 194x 18y Karutan2 97x 59y Vulcanus 34x 129y DD1 & DD5 few minimap monster names Arnil Temple 25x 187x mobs id Burning Kethothum 147x 96x minimap monster names Kanturu Underground 22x 238y minimap monster names Ignis Volcano 229x 68y mobs id Devias 154x 33y (removed minimap) LT7 15x 128y (removed minimap) Tarkan1 200x 109y Aida2 195x 151y Kanturu 1 144x 218y Kanturu 2 43x 96y & 64x 97y merged into 49x 95y Kanturu3 183x 87y Cubera Mine 1-5 128x 68y (deleted) Acheron 23x 23y Debenter 204x 5y, 34x 63y, 206x 37y Uruk Mountain 31x 162y Uruk Mountain 201x 109y (deleted) Nars 24x 212y Ferea 83x 13y, 227x 16y DD1 46x 187y, 209x 127y DD2 38x 85y, 223x 40y DD3 187x 226y Swamp of Dark 171x 147y (deleted) Atlans Abyss 1 170x 211y
  18. Release date: 08.12.2022 at 03:00 - A small server restart will be needed. Note: Make sure to update the game via Launcher (PlayZenith.exe) - close the Launcher and reopen it to search for updates! 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 of 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] NPCs now have the small text relevant for their class on minimap. [UPDATED] Adjusted some of the shops minimap icons to no longer overlap. [ADDED] Minimap icon for Barmaid in Lorencia. [UPDATED] Removed Brass, Plate, Sphinx, Flash, Spirit, Storm Zahard, Mage Sphinx and Rune Sphinx sets from T2 shop [now all classes have only 1 set for T2]. [UPDATED] Removed Skull shield from T2 shop. [UPDATED] Removed Light Plate from T1 DL shop. [UPDATED] Removed Sacred Fire set from T1 RF shop and moved it to T2 shop. [UPDATED] Replaced Large Round Shield from T1 BK with Buckler and added Horn Shield & Kite Shield to MG, DL & GL shops as well. [UPDATED] Replaced SL T1 shop with Leina (Potion NPC). [UPDATED] Moved SL T1 shop in elbeland 42x 243y. [UPDATED] Removed Sword Inertia skill & potions/cc from T1 SL shop. [UPDATED] Adjusted Gray Aida minimap icons to no longer overlap. [ADDED] Vault & Potion girl in Relics. [FIXED] "Storm Zahard" set name from "Storm Jahad".
  19. Release date: 12.10.2022 at 23:00 - A small server restart will be needed. Note: Make sure to update the game via Launcher (PlayZenith.exe) - close the Launcher and reopen it to search for updates! 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 of 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] Characters now spawns without pentagram box (we aren't using the beginner pentagrams). [UPDATED] Characters now spawns with the 2 starter rings (40 & 80). Ring 40: Any set item from silver medal for the class that drops it. Ring 80: Random small wings/capes. [FIXED] Spirit names (raven/horse). [ADDED] New items in test shop [ADDED] /move command for everyone [as test-server feature] (move your character at any map and coordinates). Usage: /move [MapID] [X] [Y] => example: /move 0 125 125 => character moved in Lorencia at 125x 125y. [UPDATED] Adjusted pull-back rules for starting maps (lorencia,noria,elbeland) - must confirm if mobs still gets stucked. [FIXED] Some skills requiring a "hidden" level in order to be learnt. Note: This is a different fix compared to those requiring level 0 client side but they actually need their official level (they aren't set yet client-side). [FIXED] Ring of Magic & Pendant of Ability having 1% bonus instead of 10%.
  20. All Zenith updates will have patch names and they will be posted in this Updates Tracker section. Explication of each digit from patch name: First digit Current edition from the server (CBT - closed beta, OBT - open beta, 1 = 1st official edition, 2 = 2nd official edition, etc.) Second digit (in our case, 1): Will change if there is any client modifications (that requires update via Launcher) - if it is unchanged compared to last patch, that means no client modifications - no update from launcher needed. Third digit (in our case, 1): If it is changed that means there is a 'bigger' update, with either new features, new impactful changes, etc. Fourth digit (in our case, 0): If it is changed that means the update is a smaller one, containing only new fixes, improvements, or any changes/corrections of the bigger patch that contained them. To make sure you understand, I'll comment the next patch name: Patch 2.4.7.2 That means the patch is part of the 2nd official edition of the server, it had already 3 client modifications that required update via Launcher (and now there's a 4th client modification), it is currently on the 7th bigger update from the edition and it has 2 small updates since the 7th bigger one. Changelog Tags 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 of 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.
  21. rDy

    Bugs Tracker

    Anything you want to report during closed beta you can reply here, no matter how small the report is. But in order to prevent spamming just edit your posts to add new things. We'll try to keep this main post updated with your reports and with answers where it is needed, to avoid people reporting the same things. Bugs: [FIXED] Wrong Dark Raven/Dark Horse Spirit names - Alex [+20 credits]. [FIXED] Some skills can't be learn due to hidden level required - Relax [+30 credits]. [FIXED] Some monsters from starting maps getting stucked from anti-pull feature - oWnage (was first to report, from now please keep them in public) [+30 credits] [FIXED] Pendant of Ability / Ring of Magic giving 1% bonus instead of 10% bonus - Alex [+25 credits] [FIXED] Silver Heart & Manticore weapons requiring way more stats than showing. - Relax [+30 credits] [FIXED] Spots testing (tweaks/bugs) for maps from Devias -> Lost Tower 7 - Alex [+40 credits] [FIXED] Small shield not dropping as ancient from Box of Ancients - Timor [+30 credits]
  22. Suggestions content can be found on discord forum - suggestions by their title. Suggestion "1350532" (old Suggester bot): Alex - +50 credits. Suggestion "NPC's on minimap": Alex - +30 credits. Suggestion "Switch Scroll on char creation": Timor - +45 credits.
  23. NewSquadMU - Zenith - S18P2 - v2 - Full Client (EXE) (MEGA) (08.12.2025): https://mega.nz/file/d9REkI5D#KUSff5JxJxgi9raBpHPzMYsaUjuLBNaeCMfvEYeaHMU NewSquadMU - Zenith - S18P2 - v2 - Full Client (EXE) (Google Drive) (08.12.2025): https://drive.google.com/file/d/1pqRndZEUUQ1qiFAgx7hP6feIAobB-uFh/view?usp=sharing NewSquadMU - Zenith - S18P2 - v2 - Full Client (ZIP) (MEGA) (08.12.2025) - use only if you can't use the .exe Client: https://mega.nz/file/9oZX2IKQ#Z2NG7SVoxuKv8wX9jY8_9RexGj6s8m4UD9SXRRjeJJE
  24. Hello & welcome to the closed beta of NewSquad! I'll tell you a few things about us and our current and future objectives. Firstly I'm rDy, formerly known as "ADMIN", the founder and administrator of OldSquad - one of the oldest and highest quality Season 6 projects (7 years old) for the hard style lovers. I've built a new & fresh team along with 3 of my real-life friends (IPressPlay, Mario & BMG) in order to create and maintain one of the best "high season" projects dedicated for hard & semi-hard style lovers, a project that will compete with even Webzen itself. And here we are, with a big ambition and plans, and with the desire & resources to turn them into reality, via hard work. Since none of us have prior experience on newer seasons (and me & my friends stopped playing the game many years ago), we're both learning and working in the same time, in order to acquire as much experience as possible with the new content & features. To make the things as good as possible from the start, we'll work closely with the players and their feedback / suggestions / reports. What's the plan? We've been through an Alpha Stage until now, that started in June. We've managed to set-up and correct a big part of the content, but just in their "initial/basic" versions. We're now opening the Closed Beta in order for players to join and see what we've done, how it looks, and also to start discussing together about more important aspects as well as about what was done so far. During Closed Beta, anyone can join the server, but we are not advertising anything for the large public. Basically, a small circle of players that already know about us and / or are invited by people that already know. The server will work as a "Test Server", which means you have access to all kind of commands (set level, set stats, make items, test shop, etc.) in order to have an easier time testing around. Starting from Closed Beta, we'll also start "working" on our Council group. The Council will be a group of selected players that will represent the overall playerbase and will be in direct communication with us as the staff, during Open Beta and official editions. The leader of the Council will be Alex - a player that you probably know and that helped us a lot with feedback and discussions related to the project. The most active & implicated players during Closed Beta & Open Beta will have a permanent slot in our Council, as long as they remain part of our project. Ok, what about rewards? Since our project will go through 2 different beta stages, none of the rewards would matter during them. Instead, your reports, suggestions, activity will matter and you will accumulate "credits" that will be delivered 1 week after the 1st official edition. You'll get between 20 and 100 credits for your confirmed (and fixed) reports, accepted & implemented suggestions/ideas or valuable feedback (decided on case to case scenario, based on impact). Depending on how active / implied you will be during closed & open beta, you will also get a bonus of 500~4000 credits. As stated before, the most active & implicated players will also get a permanent slot in our Council. Members of the Council will have permanent VIP on our (official) server as long as they are part of Council. Permanent slot means even if you will be inactive / not bringing value to our Council discussions, you won't lose your member status for an entire official edition, after that your member role will be at "risk". Now to make things crystal clear, we'll tell you some important things you need to consider before getting involved with us: 1. You are here because you want to be, not because you are asked/forced to be, this is currently a private project and being here is a matter of choice, we don't have any obligations/responsibilities towards you, just as we don't have any expectations/requests from you. Being here doesn't mean you'll get special treatment from us (at any point of the project) - we never ever do that - and also doesn't mean that anything you say will be considered at any time. 2. If you are bored of trash servers and want to be part of the root/inception of one of the best MU Online experiences, then you're in the right place. 3. If I didn't play the newer seasons doesn't mean that my 7 years experience in domain and 12+ years experience as a competitive gamer are less than your newer MU seasons experience. 3.1. By being open to your feedback / opinions / ideas doesn't directly imply that we will do exactly as you say, but that we are totally OPEN to change our vision / ideas IF your arguments are strong enough to convince us. 4. In order to get in line with us so we can correctly communicate, you need to forget your previous experience with any server/webzen/etc. and look at this project from a new, objective point. We're going to rethink most of the game and you can basically see it as a new, different game compared to what you knew so far. Basically things like "you need to do x because this is how it was there or there" or "this must be that great/rare/easy/common because this is how it is everywhere" are totally wrong and not welcomed, it is like the people that came 5-6 years ago and told us "you need to have Arena and 1-point spawns because this is how it is everywhere". 5. We're (without any modesty) innovators in this domain, and we were the first project to bring a lot of new ideas/systems/balance/qols that were copied and used by other "projects" and even by other emulators. 6. And one last, very important thing to keep in mind. We're building a totally new community from scratch, this time doing it right. Which means we will have 0 tolerance for toxicity, bad competition (insults, trash-talk etc. between opponents), harassments and so on. If you know you're that type of human, don't lose time here, you probably won't survive long. We will no longer focus only on the quality of the game itself, but also on the quality of the community, which is way more important than the quality of the game. So if you don't want to be an ass-hole in an online game meant to relax and entertain the people that are part of it, if you want to respect and be respected, if you want to be part of a "virtual family" where both staff, veterans and new players can feel comfortable being part of, then you're safe, and we're safe. What was done so far in Alpha Stage? Basic settings & S6 adaptation of previous content & features. Spots & Minimap. Shops & NPCs. Events (old, new & custom). Bosses, mini bosses & invasions. A basic economy. Client adjustments/fixes/improvements. What wasn't touched at all: Characters and everything related to them (skills, balance, etc.) Monsters / bosses / mini-bosses stats (will be tweaked after characters). Game Quests - we'll probably not use them at all or only use part of them as a "Guide". We'll have our own quest system. What's the Closed Beta stage about? We're testing what was done in Alpha. We'll start touching the characters & skills. We're building the overall gameplay along with your feedback. We're sharing ideas, views and everything else related to the server. Once we have everything as good as possible, we'll move to Open Beta, where we'll start advertising the project and simulate "official" editions for few months (without "test-server" environment, but with "official-server" environment). The Closed Beta will be the longest stage of our project, expecting to last anywhere between 4 and 8 months.
  25. Test Server Documentation The following changes are applied to the Test Server: The IP-limit on events is removed - you can join with 2 characters on the same IP without being logged off. The credits price for different features (/treereset, /resetwings) is removed. Mercenary Squad restrictions are removed. You have teleporters in all Boss maps, just click the teleporter and you'll reach the Boss zone from that map. To be continued. The following features can be used on Test Server to explore whatever you want easier: /pkclear - Clears your PK. /zen <number> - Give yourself Zen. /passquest - Automatically advance your Quest stage (Quest2 -> Quest3 -> Quest4). /cleareffects - Remove all the buffs & debuffs from your character. /setlevel <value> - Set your character to the chosen Level. /setmlevel <value> - Set your character to the chosen Master Level. /setpoints <value> - Set your character the chosen free Stat Points. /setmpoints <value> - Set your character the chosen free Master & Enhancement Points. /setstr <value> - Set your character the chosen Strength. /setagi <value> - Set your character the chosen Agility. /setvit <value> - Set your character the chosen Vitality. /setene <value> - Set your character the chosen Energy. /setcmd <value> - Set your character in the chosen Command. /setruud <value> - Set your character the chosen RUUD. /spawn <id> - Spawn a chosen monster/npc at your location. Example: /spawn 350 will spawn a Cursed Dragon on your Character position. The id of monsters/npcs can be found on the text file at the end of this topic. /move <mapId> <x> <y> - Move yourself to a chosen map at specific coordX and coordY. The id of maps can be found on the text file at the end of this topic. Example: /move 0 125 125 will teleport you to Lorencia bar (125x, 125y). /make <ItemSection> <ItemType> <Level> <Skill> <Luck> <Add> <Exc> <Anc> - Create a specific, normal item with the chosen stats. Example: /make 5 12 9 1 1 3 1 will make you an Excellent Grand Viper Staff + 9 + Skill + Luck + Add 12. The ItemSection and ItemType of the items can be found in the text file at the end of this topic. /makesocket <NrSockets> <ItemSection> <ItemType> <Level> <Skill> <Luck> <Add> <Exc> <Anc> - Create a specific, socket item with the chosen stats. Example: /makesocket 3 7 46 9 1 1 3 will make you a Brave Helm + 9 + Skill + Luck + Add 12 with 3 sockets. The ItemSection and ItemType of the items can be found in the text file at the end of this topic. /makeerrtel <ItemSection> <ItemType> <ErrtelRank> <ErrtelLevel> (<ErrtelRank2Level>) (<ErrtelRank1Level>) - Create a specific errtel item with your chosen rank & level(s). Example: /makeerrtel 12 221 3 7 9 8 will make you an Errtel of Anger Rank 3 with Rank 3 Level 7 option, Rank 2 Level 9 option and Rank 1 Level 8 option. Note: <ErrtelRank2Level> and <ErrtelRank1Level> are optional, only added if the rank of errtel is higher than 1 (and added based on the level option of each rank). The ItemSection and ItemType of the items can be found in the text file at the end of this topic. Legend for /make and /makesocket: <NrSockets> = The number of sockets (between 1 and 5). <ItemSection> = The section of the item in Item.txt (from 1 to 20). <ItemType> = The item number from the section number in Item.txt (from 0 to ~ 550). <Level> = The level of the item (from 0 to 15). <Skill> = If the item has skill or not (1 = with skill, 0 = without skill). <Luck> = If the item has luck or not (1 = with luck, 0 = without luck). <Add> = If the item has add or not (0 = no add, 1 = add 4, 2 = add 8, 3 = add 12, etc.). <Exc> = If the item is excellent or not (0 = non exc, 1 = exc, other combinations of numbers from 1 to 64 = combinations of exc options). <Anc> = if the item is ancient/mastery ( 5 / 10 = ancient/mastery). To have an easier time creating items using /make or /makesocket commands you can use the following *PLAYER-MADE* website: https://khdoop.github.io/newsquad-items/ Download Items, Maps & Monsters [S18]: https://mega.nz/file/E0ByEJRb#nXGYDvdPm0EehFeXvil5Bo3C01XHkh1J9znKUasWukc Special Command: /gear /gear is a new complex command that is part of the Test-Server and that will highly reduce the amount of time you spend to prepare your test characters. It has multiple uses: 1. Mastery Items & Weapons You can use /gear bloodangel <Level> or /gear darkangel <Level>, etc. to instantly generate the complete Mastery equipment for the class where you use the command. <Level> is the entire equipment level of your choice, from 0 to 15. All items come with luck and full ADD (28). Example: /gear soul 13 will generate entire equipment of Soul +13 + LK + ADD28 for your character. Note: Make sure to not have spaces in your command, like for "blue eye" you use /gear blueeye. 2. Non-Exc & Exc Sets You can use /gear <SetName> <Level> <Exc> to instantly generate the complete Set for the class where you use the command. <SetName> is the name of the set for your class that you want to generate. <Level> is the entire equipment level of your choice, from 0 to 15. All items come with luck and full ADD (28). Exc. items come with all exc. options. <Exc> you can add "exc" after the level if you want to make the set excellent. Example: /gear darksoul 12 exc will generate entire Dark Soul set +12, excellent (as long as your class is SM). Example2: /gear legendary 11 will generate entire Legendary set +12, non-excellent (as long as your class is SM). Note: Make sure to not have spaces in your command, like for "dark soul" you use /gear darksoul. 3. Wings You can use /gear W1/W2/W3/W4 <Level> to generate the wings of your choice for the class where you use the command. <Level> is the wings level of your choice, from 0 to 15. Example: /gear W2 13 will generate the Wings level 2 for your class +13. 4. Skills You can use /gear skills to generate all the skills that can be learned by your character. 5. Sockets Tier 1 & 2 You can use /gear socket1 <Level> or /gear socket2 <Level> to instantly generate the complete Socket Tier 1/Tier 2 set for the class where you use the command. <Level> is the entire equipment level of your choice, from 0 to 15. All items come with luck, full ADD (28) and fully seeded with level 5 DD, REF & HP seed spheres. Example: /gear socket2 13 will generate the socket tier 2 set for your class +13. 6. Earrings You can use /gear eart1 <Level> or /gear eart2 <Level> or /gear eart3 <Level> to generate Tier 1 / Tier 2 / Tier 3 earrings (both left and right). <Level> is the earrings level of your choice, from 0 to 15. Example: /gear eart2 11 will generate a pair of Earrings Tier 2 +11. 7. Guardians You can use /gear guardt1/guardt2/guardt3/guardt4/guardt5 <Level> to generate Tier 1 / Tier 2 / Tier 3 / Tier 4 / Tier 5 Guardians. <Level> is the guardians level of your choice, from 0 to 15. Example: /gear guardt4 11 will generate a Tier 4 Guardian +11. 8. Pentagrams & Errtels You can use /gear penta1/penta2/penta3/penta4 <Level> to generate Tier 1 / Tier 2 / Tier 3 / Tier 4 Pentagrams. <Level> is the pentagrams level of your choice, from 0 to 15. It will always generate the available pentagrams (both DMG and DEF) as well as errtels to equip them with. Example: /gear penta2 13 will generate 2 Pentagrams (both DMG & DEF) + 13 with 4 errtels for each of them.
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