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    Showing content with the highest reputation on 10/13/2021 in all areas

    1. Release date: 12.10.2021 at 22:30 - A small server restart will be needed, make sure to update the client via Launcher as well. Congrats to Duke, Mu3rTe and RuSuLeTzZz for finishing the Stage 1.1! Note: Everyone that progressed the Stage (having level 300+ and 5rr) can type /stagereward in order to take the reward, after patch is up! Changelog: [UPDATED] You can now continue to reset up to 10 resets. [UPDATED] EXP for Stage 1.1 (5rr) is now removed. 5th reset does have the same exp table like the 4th reset had. [UPDATED] Newbies EXP boost added: 0rr: +200% EXP 1rr: +160% EXP 2rr: +120% EXP 3rr: +80% EXP 4rr: +40% EXP [UPDATED] Now level 80 ring will drop small wings for the class that drops it. [UPDATED] Drop of starter skills (ES/TS/DS/etc.) has been raised. [UPDATED] Maximum number of players in guild is now 22. [UPDATED] Released BoK+5 Goldens. [UPDATED] Released Crywolf Event (mobs now have normal HP/DMG values). [UPDATED] Released Kanturu Event. [UPDATED] Released Gens System & Rewards. Note: Gens Maps bonus exp is now +12%. Note2: First Gens Season will end on 01.11.2021. Note3: Rewards for 1st Gens Season: First place from Vanert & Duprian: 2x TOCA & 20x Jewel of Harmony. HoF badge. 2nd place from Varnert & Duprian: 2x TOCA & 10x Jewel of Harmony. 3rd place from Vanert & Duprian: 1x TOCA & 10x Jewel of Harmony. 4th place form Vanert & Duprian: 20x Jewel of Harmony. 5th place from V & D 15x Jewel of Harmony. There are 25(50) extra rewards for top 5~30 players from Vanert and Duprian: 5x Jewel of Harmony. [UPDATED] In order to be eligible for Gens Rewards, you need to have at least 50 Raid Kills, during the 15 days of a Gens Season, no matter your total points or rank, else you won't be registered for rewards and your rank spot will be given to another player for the rewards. [ADDED] Handicap advantage for Gens Families: Based on total number differences of Gens, the gens family with lower number of players will have higher number of total rewards. Example: If by default there are 30 rewards for Vanert and 30 rewards for Duprian, now based on difference of total players there can be 20-30 rewards for the higher populated gens and 30-40 rewards for the lower populated gens (total number of rewards will always be 60, as default). Note: Only TOP 500 characters part of Gens are counted for Gens proportions. Handicap intervals: If Difference <= 6% (interval of 50-53% players for one gens or another): 30 Rewards - 30 Rewards (both families getting same amount of rewards). If Difference > 6% and Difference <= 12% (interval of 54-56% players for one family or another): 28 Rewards for higher population Family - 32 Rewards for the lower population Family. If difference > 12% and Difference <= 18% (interval of 57-59% players for one family or another): 26 Rewards for higher population Family - 34 Rewards for the lower population Family. If Difference > 18% and Difference <= 24% (interval of 60-62% players for one family or another): 24 Rewards for higher population Family - 36 Rewards for the lower population Family. If Difference > 24% and Difference <= 30% (interval of 63-65% players for one family or another): 22 Rewards for higher population Family - 38 Rewards for the lower population Family. If Difference > 30% (66%+ players for one family or another): 20 Rewards for higher population Family - 40 Rewards for the lower population Family. [UPDATED] Released Mercenary Squad. You can write /registerpvp to join it. Note: You need at least 3 resets to join the Squad. Note2: When your target is in a higher map than your level, you can use /qwarp. [UPDATED] Released Illusion Temple 1, 2, 3 & IT Ticket in drop. Note: Current Stats in IT: Default 500/500/500/500 + 300 command (DL) & extra 2-10rr points, based on class, random. [ADDED] New rule related to IT Anti-Game: You can now also report IT anti-game by creating a report on forum, apart from the /warn and the automated punishments. We only accept reports where the IT anti-game can be seen clearly, and only VIDEO reports, screenshots aren't accepted. Punishment for manual IT reports is 14 days ban from IT on account & ip. [UPDATED] Now /entries will also show you the minimum level you need for the next BC/DS invitation level. [UPDATED] Market Tax is now 1kk Zen. [UPDATED] Restriction to Vote is now minimum 2 resets. [FIXED] Excellent shields not dropping with HP option (somehow HP was shared with ZEN as option, so by disabling zen option they were both disabled). Note: This fix is up since few days ago. [UPDATED] Summon skill (DL) is now disabled in Lost Tower and Devias while Death King is alive. [UPDATED] You can no longer have extra buffs (outside of your own class buffs) in 15x15 range of Death King. [UPDATED] Death King HP buffed. [UPDATED] Now Death King enrage damage is dynamic: Formula: 1800 extra damage + 150 damage per character in his 15x15 range. Example: If there are 10 players in his 15x15 range, the enrage damage is 1800+1500 = 3300 damage. [ADDED] Warehouse (NPC) in Aida 1. Note: It is up since few days ago. [FIXED] Elves not being able to use other weapons (outside of Bows/Crossbows) during Skeletons Invasion. Note: This fix is up since few days ago. [FIXED] Wings ignore check during Skeletons Invasion not working in some cases. Note: This fix is up since few days ago. [UPDATED] Now during skeletons invasion you can't have ignore from ancients (if you have the ignore option active from the ancient set you'll have to put items off until it is disabled). [ADDED] Custom Zen System. Normal monsters from the game will no longer "drop" the zen on the floor, instead, the Zen system is replaced from scratch: While leveling you will have a 12%~30% chance of getting Zen after killing (last-hit) a monster. The Zen will go directly into your Inventory (without you picking anything) and will still notice you on system like it does for the normal zen ("XX Zen Obtained"). There is a basic value (minimum value per map) and a dynamic value based on the monster level you kill (higher the level of monster, higher the zen) as well as Zen penalty based on the difference of your own level vs map level. The EXP you take does no longer matter, neither who does the "last-hit" of the monster. All Zen is now linear and it is calculated for every character. Based on this concept and core, we can add a lot of interesting things (different extra bonuses based on events, gens, mercenary, etc. etc.) There can be special conditions for future based on almost anything (from maps to monsters to events to pk state and so on, a lot of doors open). Extra changes related to Zen (for balance purposes with the new Zen System): Dealer VIP bonus is now +25%. PRO VIP bonus is now + 15%. Hunter VIP bonus based on Reset price is now 80% from the normal reset price. PRO VIP bonus based on Reset price is now 90% from the normal reset price. Dealer price for Post is now 60.000. PRO price for Post is now 80.000. Excellent option (Zen) will now add +10% Zen per item. Having Rudolf while farming will now give you +10% Zen. There's also an extra bonus ZEN (compared to normal, solo-player zen) if the party has 4 or 5 people in the same range (25% for 4, 35% for 5). Keep in mind that on the new System, all the mobs does apply this bonuses, no matter who last-hits the mob. Note: Zen Bonuses are additive not multiplicative which means you get separate bonuses based only on the base zen. Examples: Solo case: You will get the base Zen of that map / monster for every kill. If you have VIP, you will get the base zen + the bonus from the VIP. If you have Items with +Zen, you will get the base zen + the bonus from the Zen Items. If you have both VIP and items with +Zen, you will get the base zen + the bonus from the VIP + the bonus from the Zen Items. Example: Base zen: 5.000 VIP bonus: 25% 4 items with Zen (4x10%) = 40% bonus Zen from items. Final Zen that you get: 5.000 + vip bonus (5.000*0.25) + zen items (5.000*0.4) = 8.250 final Zen that you get, under this conditions. Party case: Whenever a monster is killed, everyone in the same party with the killer (the one who last-hits) and in the monster's map and 8x8 range (including the killer itself) will get Zen as following: All players will receive the same amount of base zen that a solo player would get, for killing the same monster and in same conditions. Each player from party will receive INDIVIDUAL Zen bonus based on his own VIP level and his own Items with Zen. Example of party configuration and zen drop: 4 Players in party, everyone in range. Base zen: 5.000 (the Zen that a solo player would take as well). Party bonus: 25%. Player 1: NON-VIP Player 2: VIP Pro Player 3: VIP Dealer Player 4: NON-VIP but 3x items with Zen. In this configuration, players will get the following amount of zen on the same monster killed: Player 1: 5.000 + party bonus (25%) = 5000 + 1250 = 6.250 Zen received. Player 2: 5.000 + party bonus (25%) + vip bonus (15%) = 5.000 + 1250 + 750 = 7.000 Zen received. Player 3: 5.000 + party bonus (25%) + vip bonus (25%) = 5.000 + 1250 + 1.250 = 7.500 Zen received. Player 4: 5.000 + party bonus (25%) + zen items (3x10%) = 5.000 + 1250 + 1500 = 7.750 Zen received. As you will notice, there are several advantages: Each player will have his own bonuses based on what he individually have (no longer shared bonuses between all members). The bonuses will be applied no matter who last-hits the monster. Farming zen in full party (4/5) will be better than farming zen alone. Zen Penalty: If you have more than 20 levels over the average level of the map you are currently farming, you will start gaining penalty on Zen. For every 1 level after the first 20 levels difference, you lose 0.5% zen from the Base Zen. Example: Devias is a level 27 map (average of Devias1-4). After level 47, if you continue to farm in Devias you will get -0.5% base zen for each level over 47, up to a maximum of 80% penalty. So, if you farm on Devias at level 207+, you will get only 20% Base Zen. Note: Penalty is also individual, the penalties are for each individual character from a party, based on its level. Zen Table: Lorencia / Noria / Elbeland: 30% chance for zen. Base zen: 50 + MonsterLevel*20 zen. Devias: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Kalima 1: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. Dungeon: 20% zen chance. Base zen: 600 + MonsterLevel*30 zen. Atlans: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. LostTower: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Kalima 2: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. Tarkan: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Aida: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Kalima 3: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. Icarus: 12% zen chance. Base zen: 2000 + MonsterLevel*45 zen. CryWolf: 12% zen chance. Base zen: 2000 + MonsterLevel*50 zen. Kanturu: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Kalima 4: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan1: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. Karutan2: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Kalima 5: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. Relics: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Kalima 6: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. Raklion: 12% zen chance. Base zen: 5000 + MonterLevel*70 zen. Vulcanus: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Kalima 7: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. Swamp: 12% zen chance. Base zen: 6500 + MonsterLevel*75 zen. Note: Zen is not gained on Events (BC, DS, CC, IT, etc.). Downsides of this system: Not newbie-friendly (hard to understand it as a 1st time player that doesn't read forum as well). Losing the visuals for Zen and removing a nostalgic thing from the game. Upsides of this system: Does fix the inflation coming from newbies boost. Will balance the zen out during Stage exp. Will let players with max level to continue to gain Zen. It is more fair for everyone. It promotes farming in party vs farming solo. Does highly nerf Farmers vs main chars. It offers the possibility to extend it even more and adds opportunities for new rewards. It makes +ZEN option a really great option for PvM & farm, for the main characters as well. The flow of Zen will be more easily controllable as part of the economy, no longer being chaotic and random based on exp differences, who does the last-hit, and so on. We highly believe that this new Zen System will really make Zen shine now in economy, and will give us news ways of "playing" with Zen. Keep in mind that the values can be tweaked in the next period, based on the actual feedback. The goal is to have a balanced economy around Zen (not too much to become irrelevant, not too low to transform it into the main currency). Dynamic Characters Balance: Our feedback for chars looks pretty good so far, most chars are more or less in a balanced state, so there aren't too many changes related to chars on this stage, we'll have a better look at especially PvP (now that it will be more frequent) until the 10rr stage. Chars tweaks: DL: Fire Burst % skill damage raised with 20%. Fire Scream % skill damage nerfed with 18%. Obs: DL was and currently is a bit too powerful character on both Hunt & PvP (apart from all his other advantages) due to the burst of FS when positioned correctly. We're tuning it down to get it in line with rest of chars. While his PvM power was good early on, it is falling down right now and we're helping it by buffing the Fire Burst damage. SM: PvP damage raised with 8%. Obs: While we all know SM is scaling better as game progress, we feel like it should be a bit more in line with rest of chars right now, he will most probably be nerfed back later on. MG: PvP damage nerfed with 12%. Obs: Our PvM king was also a bit too powerful on PvP until now, we're tuning it down a bit.
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    2. The following tweaks are up: [UPDATED] Zen Penalty: Penalty is now -0.25% per level instead of -0.5%. Penalty maximum value is now 50% instead of 80%. [UPDATED] Zen Table: Lorencia / Noria / Elbeland: OLD: 30% chance for zen. Base zen: 50 + MonsterLevel*20 zen. NEW: 40% chance for zen. Base zen: 50 + MonsterLevel*20 zen. Devias: OLD: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. NEW: 35% chance for zen. Base zen: 600 + MonsterLevel*35 zen. Kalima 1: OLD: 25% zen chance. Base zen: 300 + MonsterLevel*25 zen. NEW: 35% chance for zen. Base zen: 600 + MonsterLevel*35 zen. Dungeon: OLD: 20% zen chance. Base zen: 600 + MonsterLevel*30 zen. NEW: 30% chance for zen. Base zen: 1200 + MonsterLevel*45 zen. Atlans: OLD: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. NEW: 30% chance for zen. Base zen: 1600 + MonsterLevel*50 zen. LostTower: OLD: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. NEW: 30% chance for zen. Base zen: 1600 + MonsterLevel*50 zen. Kalima 2: OLD: 20% zen chance. Base zen: 800 + MonsterLevel*35 zen. NEW: 30% chance for zen. Base zen: 1600 + MonsterLevel*50 zen. Tarkan: OLD: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. NEW: 25% chance for zen. Base zen: 3000 + MonsterLevel*60 zen. Aida: OLD: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. NEW: 25% chance for zen. Base zen: 3000 + MonsterLevel*60 zen. Kalima 3: OLD: 15% zen chance. Base zen: 1500 + MonsterLevel*40 zen. NEW: 25% chance for zen. Base zen: 3000 + MonsterLevel*60 zen. Icarus: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*45 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*70 zen. CryWolf: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*80 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*20 zen. Kanturu: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*90 zen. Kalima 4: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*90 zen. Karutan1: OLD: 12% zen chance. Base zen: 2000 + MonsterLevel*55 zen. NEW: 18% chance for zen. Base zen: 4000 + MonsterLevel*90 zen. Karutan2: OLD: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. NEW: 18% chance for zen. Base zen: 6000 + MonsterLevel*100 zen. Kalima 5: OLD: 12% zen chance. Base zen: 3000 + MonsterLevel*60 zen. NEW: 18% chance for zen. Base zen: 6000 + MonsterLevel*100 zen. Relics: OLD: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. NEW: 18% chance for zen. Base zen: 8000 + MonsterLevel*110 zen. Kalima 6: OLD: 12% zen chance. Base zen: 4000 + MonsterLevel*65 zen. NEW: 18% chance for zen. Base zen: 8000 + MonsterLevel*110 zen. Raklion: OLD: 12% zen chance. Base zen: 5000 + MonterLevel*70 zen. NEW: 18% chance for zen. Base zen: 10000 + MonsterLevel*120 zen. Vulcanus: OLD: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. NEW: 18% chance for zen. Base zen: 10000 + MonsterLevel*120 zen. Kalima 7: OLD: 12% zen chance. Base zen: 5000 + MonsterLevel*70 zen. NEW: 18% chance for zen. Base zen: 10000 + MonsterLevel*120 zen. Swamp: OLD: 12% zen chance. Base zen: 6500 + MonsterLevel*75 zen. NEW: 18% chance for zen. Base zen: 13000 + MonsterLevel*130 zen. [UPDATED] Reset Table (Zen): Reset cost starts from 20kk and goes up as following: Each extra reset until 4 resets = + 3.000.000 zen per reset. The 4th reset = 32.000.000 zen. Each extra reset until 10 resets = + 7.000.000 zen per reset. The 10th reset = 74.000.000 zen. Each extra reset until 20 resets = + 12.000.000 zen per reset. The 20th reset = 194.000.000 zen. Each extra reset until 30 resets = + 18.000.000 zen per reset. [UPDATED] Senior Mix Zen cost is now 250kk zen per Mix. Note: In order to use the new cost we'll add a new command that you'll be able to use in front of the Senior. It will be up today or tomorrow, until then, starting from now, you can still use the senior as you did until now, and we'll manually refund you 750kk zen on the mixes until the command is up.
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