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  • ADMIN

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    1. Update is now up! Let us know if you find anything wrong after it!
    2. 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.
    3. New additions to Death King: Now Death's Embrace duration is 60 seconds. This means that if there is no purge (by PKs) in 60 seconds after the Death's Embrace started, it is automatically purged (and the timer is reset). Added global messages to Lost Tower players during Death King: Messages with 3 / 2 / 1 seconds before Enrage. Message when Enrage is over. Messages after 10 & 30 seconds since Death's Embrace started and while Death's Embrace is active, with the number of players left to be killed in King's range in order to purge it. Message when Death's Embrace is purged (auto purged or by PKs).
    4. The following tweaks have been added: Basic damage (when not during Enrage) slightly reduced. Attack range reduced from 6 to 5. Attack speed slightly reduced. Enrage cooldown increased from 20 seconds to 25 seconds. Enrage move speed bonus removed. Death's Embrace cooldown increased from 25 seconds to 30 seconds. Fixed Death's Embrace being purged by King's kills. Skeletons Invasion duration increased from 15 minutes to 18 minutes. We'll continue to monitor our King and keep it in check, as today was a ... carnage.
    5. Hello, We felt like the Death King was a bit too "easy" and it didn't promote "early fights", as he was supposed to, so we've reworked it from scratch and we've designed a new way of "boss fight", compared to what we used to know. Here are the changes: Death King: It now has maximum Attack Rate. It now has a higher base attack speed. It now has an attack range of 6 of 5. It now has an Ice effect on every attack. Death King is now spawning in Lost Tower 1 (always same location, on the bridge from Lost Tower 1 -> Devias 4). PvM points are now awarded for all characters from his range at the moment he is killed. It now also has the following mechanics: 1. Enrage: Every 20 seconds 25 seconds, Death King becomes Enraged. During Enrage, he gains a high damage boost as well as move speed boost. Enrage duration is 5 seconds. Example: Basically, out of every 20 seconds 25 seconds, 5 seconds are in Enrage status. The following messages are sent in global to players from Lost Tower, while Death King is alive: Messages with 3 / 2 / 1 seconds before Enrage. Message when Enrage is over. 2. Death's Embrace Every 25 seconds 30 seconds, Death King becomes Immune. While he has Immune status, he can no longer be attacked (all attacks are "miss"). In order to purge his Immune status, at least 3 players must be killed (by PK, not by the King) in his 10x10 range (from the moment the Immune is up). After Immune status is purged, it will be triggered again in 25 seconds 30 seconds after the last purge. Death's Embrace duration is 60 seconds. This means that if there is no purge (by PKs) in 60 seconds after the Death's Embrace started, it is automatically purged (and the timer is reset). The following messages are sent in global to players from Lost Tower, while Death King is alive: Messages after 10 & 30 seconds since Death's Embrace started and while Death's Embrace is active, with the number of players left to be killed in King's range in order to purge it. Message when Death's Embrace is purged (auto purged or by PKs). 3. Bone Shield Every 18 seconds, Death King becomes Protected. While he has Protected status, 85% of the damage towards him is absorbed. Protected status lasts for 6 seconds. Notes: Enrage does not depend on the other 2 mechanics, it can happen during any of them. While Death's Embrace is "active", the cooldown for Bone Shield is paused, which means they can never happen same time. While Bone Shield is "active", the cooldown for Death's Embrace is paused, which means they can never happen same time. Example: If King spawned at 22:40:00, at 22:40:18 he gets his first Bone Shield. While it is active, the timer for Death's Embrace (that would be 18 seconds) will be paused. After Bone Shield is gone, the timer for Bone Shield is reset to 0 and the Death's Embrace timer is (re)starting from where it was paused (18 seconds), so 12 seconds after Bone Shield is gone, Death's Embrace will be up, and the timer for Bone Shield will be paused until Death's Embrace is purged, and so on. The changes are now live. Some of his values/mechanics may be tweaked based on feedback. Let us know what do you think about such approach and if anything may be wrong with Death King's mechanics.
    6. This follow-up changes are up starting from now: Death King has been further buffed. Now PK in Death King's 10x10 range is FREE (no outlaw status). Added tips about Death Bones when using /invasion. Added Skeletons Invasion on Calendar (H) - it will be available on Launcher update during today. You now gain 25 Credits per Death King kill. You now gain 15 PvM points per Death King kill & 10 PvM points per Death Bone kill. The Skeletons were also added on PvM Rankings.
    7. Release date: 23.09.2021 at 16:05 - Updates are up and no restart is needed. News: The Castle Siege from Sunday will unlock the first rewards: Discordian Apple + Test of Humility for winners, GM reward as the extra reward. Due to the early game (and that most of you won't farm Relics too soon), the spot from LoT (Discordian Apple reward) will be based on monsters from Kanturu2 instead of Relics. The spot will be updated to be based on Relics after the last CS reward is unlocked. Due to the fact that nobody won the 1st CS, OldSquad will remain as Defenders for this CS and you only have 3 spots as attackers, based on the CS score calculation formula. Registrations for Soccer Night #1 are also up: https://oldsquad.ro/forum/topic/4478-soccer-night-1-09242021/ Changelog: [UPDATED] BoK+3 Goldens Released. [UPDATED] Now CS winners will get 20% from the Market Zen Tax (from all Market transactions) as part of Senior Money (usable after Senior is released as reward for CS). [UPDATED] Elven Shield was removed from drop list of BoK+2 (this change was up before the BoK+2 release). [UPDATED] Buffed Crypta to be closer to rest of mobs from its map. [ADDED] Death Skeletons Invasion Every day at 22:40 (Server Time) Death King & his Bones will invade Dungeon, Lorencia, Noria & Devias. Death King will invade Dungeon alone. It is a high HP, normal monster. The player(s) that kill it will receive 100% 1x Magic Backpack and an extra drop as: 50% 2nd Magic Backpack, 25% Old Box 2, 25% Old Box 1. There are also 3 Death Bones per invasion: 1 in Lorencia. 1 in Devias. 1 in Noria. Death Bones work differently, you'll have to both "catch" them and kill them, in order to steal their Magic Backpack. They have a low HP but maximum Defence possible. They can't be attacked with normal skills (right click), they can only be attacked by normal attack (left click). They also have a move speed buff. They will teleport randomly on their map every 25 seconds (so they only stay 25 seconds on the same position) with the same HP that hey had before teleport. They can teleport anywhere on the Map, in a "killable" zone. The player that does last-hit a Death Bone will receive a Magic Backpack in his inventory. Duration of Death Skeletons Invasion is 15 minutes. You can use /invasion when it is up to see what is left alive. Note: RF Ignore Buff is deleted as long as they are in the same map with a Death Bone, the Bone from that map is alive and they are in 8x8 of its range. Note2: Players with +ignore option on Wings does receive Stern effect until they change their Wings with other wings without +ignore (small wings included), or put them off, as long as they are in the same map with a Death Bone, the Bone from that map is alive and they are in 8x8 of its range. Note3: Elves with bows/crossbows equipped does receive Stern effect until they put off their Bow / Crossbow, as long as they are in the same map with a Death Bone, the Bone from that map is alive and they are in 8x8 of its range.
    8. First to make a reset: ME: Cash BK: Chukundah SM: Silnoreki SUM: Wind DL: HellDrakE MG: Duke (first to make a reset from server). RF: Xero Stage 1.1 Unlockers: Duke, Mu3rTe and RuSuLeTzZz Stage 2 Unlockers: Duke, Mu3rTe and RuSuLeTzZz Stage 2.1 Unlockers: AirwaveS, MORGANA and DarkYo Stage 3 Unlockers: Duke, Mu3rTe and Waste Stage 3.1 Unlockers: ChiPis, Pain and Sm0uke First to get 30 resets and level 400: ME: ChiPis (first to make 30 resets and level 400 from server). BK: Pain SM: Neby SUM: Robyy DL: EzGuard MG: rahatROZ RF: Caudel Total Accounts: 47648 Total Characters: 7580 Record Online: 786 Final Ranks of the Edition Normal Top: Mercenary Squad: PvM Rankings: Blood Castle: Devil Square: Chaos Castle: Castle Siege Stampers: Castle Siege Killers:
    9. If you can't sell it to shop, you can use /clearinv command, that will delete your entire inventory (make sure to have the items in vault / store and only leave the item(s) you want to delete in inventory when you type the command).
    10. Hello OldSquaders & New comers, Less than 24 hours remained for the grand opening of our 5th edition of Inception! The server will be launched officially today (Friday) at 19:00 GMT+3 (follow counter from website).You will be able to make sure that client works, make parties, etc.The MOBS will spawn at 20:00 GMT+3 (after 1 hour). You still have time to gather strong teams as what is coming will be pretty hard alone! Keep in mind to find a Permanent Stable Party if you plan to play seriously. Let's show to the MU Online community once again what real quality truly means! So, share the news to your friends, families, mu contacts, strangers, pets and gather on the start to conquer once again the OldSquad World! Important Info: !!!! Don't forget to choose the 'Inception' Server when you are logging on site, else you will be logged on Phoenix and you will be able to use the Phoenix services/options instead of Inception !!! In order to use the SITE FUNCTIONS you need to ACTIVATE your ACCOUNT on EMAIL! (It takes 1-5 minutes to be sent, check SPAM/PROMOTIONS as well). Don't forget that ENERGY ELVES are OUT OF GAME! Their buffs are useless on normal maps. Note: You can still play EE at CS where buffs works, but there you can adjust points with /rebuild command, only for the CS. Note2: Also don't make TANK builds (VBK/VDL) as they can be used "for free" at CS via /rebuild, only for the CS. You can make DL, MG, RF from level 200 or since server starts if you get VIP. Note: Only Dealer/Hunter available until Stage 2 - 10rr - when PRO will be available as well. You have access to OFF-Attack for up to 5 hours. Note: VIP is boosting its duration/it adds auto-pick based on VIP type. Goldens from invasions will be released progressively, so they won't kill you on spots at start. Note: Only BoK1/Budges at start. Test server is still online and will remain online even after Inception start, so you can test anything anytime you want. You can warp from SITE if you are PK - but it costs much more & does have a cooldown! 1st Castle Siege will be from first week (19 September - Sunday) but there will be no rewards. Note: You will play only to get used to our custom CS System and for fun + the advantage of being the Defenders on the 2nd CS (CS rewards are progressive, read about them on Info topic -> CS System). Keep in mind that Inception is running on a Mother-Kid system, where Inception is the mother and our Wormhole server is the kid, more info on Gameplay info. Note: The first season of Wormhole as a kid will start in around 70~75 days, so first transfers on Inception will be after around 4 months. There's also the Dynamic Characters Balance feature - which means after each stage/mini-stage we'll be adjusting any over-performing or under-performing characters at that current stage of game. This is an 100% International Server, that means you MUST write in English ONLY on /post and Gens Chat. If you won't do this you can get Muted / Warned and even Banned! On first reset the EXP is linear (same % from level 11-350 at any level). But after 1st reset the exp is dynamic (lower % on lower levels, higher % on higher levels). This is made in order to balance the time spent on high levels vs the time spent on lower levels. So, if on 0rr exp is 100% for level 11-350, on 1+ resets you have like 30% on 0-50 levels, 80% 200-300, 120% 300-350, etc. Please don't forget that Inception is a truly HARD & PROGRESSIVE Server! Which means exp is low, drops are low, content is progressive and everything is achieved by PLAYING, especially active play. Also up to 60-70% of content is adjusted/custom so you REALLY need to read all of our info in order to have a good time. Make sure to invest jewels in early exc items from mobs / non exc items with high defence in order to progress! Also, we want to share you some of the important topics and info that you MUST read for a full experience here: Official Info Topic: https://oldsquad.ro/forum/topic/993-inception-official-information-many-details-about-server/ Info about CREDITS: https://oldsquad.ro/forum/topic/1192-inception-info-about-credits/ Characters Info, Builds & Buffs Formulas: https://oldsquad.ro/forum/topic/2260-inception-characters-builds-info-buffs-formulas/ Server Rules: https://oldsquad.ro/forum/topic/1193-inception-server-rules/ If you need any kind of assistance please contact us on Facebook: https://facebook.com/OldSquadMU - we will be there most of the time! OldSquad Team #MakeMUGreatAgain!
    11. Since we've released our Inception #5 announcement we've received a lot of feedback from both council members as well as random players. There are a lot of things planned for this edition, that will be worked & released during its lifespan, but I'll put here a wall of text with most of the changes that have been done so far since our initial announcement, that are currently live on Test Server as well as on official server: Chars: All classes have been balanced for start & early game in terms of Hunt & PvM. They are pretty close compared to how they used to be on early. We didn't focused too much on PvP aspect (they're based on 30rr balance), things will be tweaked there after first Stage. Rageful Blow is now the main PvM skill for BK early on (has been buffed). Same can be said about Summoner and Lightning Shock. EMG no longer has the extra defence buff. Dragon Roar is now a level 100 skill (from 150). Dark Side is now a level 120 skill (from 180). AG cost reduced for Rageful Blow, Fire Slash and Lightning Shock. Improvements: Max Mana option (excellent) is now 15% instead of 4%. %Mana per mob option (excellent) is now 7% per mob instead of 12% per mob. Pendant of Ability now increases AG by +10%/+20%/+30% instead of +1%/+2%/+3%. Pendant of Ability (non exc) can drop with only +10% AG. Pendant of Ability (exc) can drop with +10~30% AG. Ring of Magic now increases Mana by +10%/+20%/+30% instead of +1%/+2%/+3%. Ring of Magic (non exc) can drop with only +10% Mana. Ring of Magic (exc) can drop with +10~30% Mana. Excellent Shields can no longer have ZEN option. Party EXP system reworked from a default system to a custom system: The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Extras: You can type /dice and it will generate a random number from 1-100, as a system message, that everyone from your range can see it. You can type /dice xxx where xxx = any number < 10000, it will generate a random number from 1 to your number, that everyone from your range can see it. Note: There is a 5 seconds cooldown between each use. This idea is borrowed from WoW, let the deathrolls begin! Reward of Quiz is now 2x Bless instead of 1x Bless & 1x Chaos. Wings level 1 are now harder to obtain, changes: Chaos Item (Goblin) will now always come +0. Chaos Item (Goblin) will now have 12% chance for ADD4, and 88% chance for ADD+0. Jewel of Life removed for early game from WW drop table. Jewel of Life drop rate from mobs that can be farmed early on is slightly reduced. Reset price early on has been increased a little. New table: Resets cost starts from 60kk (from 40kk) and goes up as following: Each extra reset until 6 resets = + 15.000.000 zen per reset (from + 10.000.000 per reset). The 6th reset = 135.000.000 zen (from 90.000.000) Each extra reset until 10 resets = + 25.000.000 zen per reset (from + 15.000.000 per reset). The 10th reset = 235.000.000 zen (from 150.000.000) Each extra reset until 20 resets = + 50.000.000 zen per reset. The 20th reset = 735.000.000 zen (from 650.000.000) Each extra reset until 30 resets = + 80.000.000 zen per reset. Early market cost for adding an item has been reduced: Cost is now 800k from 2kk. May be raised as game progress. The Zen value of JoG is now 2.5kk instead of 6kk. The Zen value of Creation is now 3kk instead of 5kk. For future (patches) we'll have a look at: New ways of getting OB1/OB2. Reduce the "luck" part of getting Fenrir. New Zen system. Maybe a que for IT, with random selected people that can join from the registered pool. A(nother) rework on Arena Tournament. & other interesting changes/improvements. We'll keep this topic updated if there will be any more *impactful* changes until the start. Cheers.
    12. Hello, The Test Server for Inception is now available for Public. You can download the official client here: https://oldsquad.ro/forum/topic/1176-inception-downloads/ You can find the Test Server commands here: https://oldsquad.ro/forum/topic/3328-inception-test-server-commands/ Cheers!
    13. We are aware that Gold Medals aren't that attractive, but if you remember they used to be "OP" years ago when the drop was better, most people were totally ignoring any other sets except gold medal sets until 5rr and even up to 10rr people were still staying in Gold Medal sets. Plus the zen thingy, the better/higher the items the more "easy-zen" could be made. To lower their drop level and slightly increase their drop rate should be a decent improvement, in my opinion. Sure, I'm open to more ideas related to them that won't turn them back into "OP". About the 3 options chance: We received feedback during editions that it was not that hard / not taking too much time to complete a 2 option set and then just focus on levelling. So, this BoK changes (all 3 of them) are aimed to both increase the time for sets completion (you finish 1 opt set, then work on 2 opt set then you can even work on 3 opt set), add another layer of diversity, and of course, add some SPICE. The reason why 3 options are available in BoKs is because that's one of the only places where ANYONE can have access to, so even a newbie can have a big luck and drop some 3 good options big piece and get rich ... over night :). Compared to bosses where only "the top of the top" has access to.
    14. Hello, This is the official topic for feedback & discussions about the 5th edition of Inception. We're waiting your input here.
    15. Hello OldSquaders & Guests, It's something else that marks the beginning of autumn, outside of the weather, the (re) start of school / studies and so on and that's our INCEPTION! We are eager and proud in the same time to officially announce the 5th edition of our signature server - Inception, the server where everything started, the server that is so loved by many of you that are waiting every single year to experience it once again, to conquer our world and to fight once again for supremacy. Edition after edition, patch after patch, we've all been witness to the beautiful evolution of this server, to the high level it reached in terms of gameplay and the unique things it offers to be considered one of the best international *resets* server. Never aiming for anything less but greatness, this edition is coming stronger than ever, with even more changes towards a balanced gameplay and a high level competition as you're all used to. Inception # 5 - Back to Origins - Starting officially on Friday, 10 September 2021 at 19:00 GMT+3 (mobs spawning at 20:00 GMT+3). Public Test Server will be opened for public with 5 ~ 8 days before the start. So, spread the word, gather your teams, and prepare for a new journey! The crown is waiting for its kings! Some of the new things / changes that this edition will have: Now there will be a ML limit on each Stage as following: When ML is released after 10rr Stage, maximum ML is 30. After 15rr Stage is done, maximum ML is raised to 70. After 20rr Stage is done, maximum ML is raised to 110. After 25rr Stage is done, maximum ML is raised to 200+30 (really slow extra 30 ML). Instead of raising with +25%/+20% based on each ML interval, the ML experience will instead raise with +15/+10%. Jewel of Creation will no longer be dropped from monsters (only events / part of rewards from the existing alternatives). Instead, Jewel of Creation will be released on drop from monsters only when Sockets are also released. The same will apply for Spheres (they will only be released to drop from monsters - Vulcanus - only when Sockets are released). Guild System is reworked: All characters classes can now have the same amount of Members in Guild (no longer DL advantage). Maximum number of players in guild will now change with Stages as following: Maximum number of players in guild at start: 20 Maximum number of players in guild after Stage1.1 (5rr): 22 Maximum number of players in guild after Stage 2 (10rr): 25 Maximum number of players in guild after Stage 2.1 (15rr): 27 Maximum number of players in guild after Stage 3 (20rr): 30 Maximum number of players in guild after Stage 3.1 (25rr): 35 Introducing World Bosses Invasions: While Medusa had her own "army", into Cursed Dragon & Bloody Witch Queen, Selupan thought he's strong enough alone, but the past has proven him wrong. Learning from his own mistakes, he has built a new army of himself, that will attack our world 2 times per day, 1 set time (evening) and 1 random time (any period outside of evening). He has 4 minions: Dark Mammoth, Dark Giant, Dark Coolutin & Dark Iron Knight. They will all invade in the same time, each of them on a different map (yet to be decided). They are harder to beat and they offer World Drop (anyone can pick their drop) as well as credits for everyone in their range when they die. Dark Iron Knight - Very high damage, lower HP / DEF, can have special abilities, spawns in a normal map (free PK near them). Dark Mammoth - Low damage, very high HP / DEF, can have special abilities, spawns in a normal map (free PK near them). Dark Giant - Medium damage & HP / DEF, can have special abilities, spawns in a Gens map. Dark Coolutin - Medium damage & HP / DEF, can have special abilities, in his 25x25 space, the zone is NON-PVP (no matter mercenaries or not). World Bosses will be released after Stage 2.1 (15rr). More info about them later on. Minimum 2 Fridays/Saturdays per month there will be a special event organized by Gion: Soccer Night (free for all, random teams with registered participants). Guild War (2v2 / 3v3 / 5v5 between teams/guilds). Except of Kundun, first bosses will only be released after the BoK+5 Goldens are also released (compared to last edition when they were released before BoK+5) - which means after Stage 1.1 (5rr). Gens Raids will only be released when Mercenary Squad is released as well (5rr Stage). The EXP bonus on Gens Maps will be only 5% instead of 12% until Gens Raids are released. Now there's a cooldown on the Warp Character from website, you can only warp once every 30 minutes. Exception: You can warp any time to Lorencia, without a cooldown (but it will reset your cooldown for rest of maps). Stage Rewards improved: Now except of the items won on Stage 2 & 3 (10rr & 20rr), the winners will also get the stage progress reward. 2 options items from BoKs will be more rare than they were, while luck will be seen more often instead. Instead of having a higher chance for luck but a lower one for 2 options on higher BoKs, there's now a higher chance for luck and lower chance for 2 options on lower BoKs, and vice-versa for higher BoKs. All BoKs now have a 2% chance of dropping items with 3 options. First part of Quest 3 has been reworked: Instead of being based on luck (some people farming it too much while others finish it really fast) the items dropped for quest will be gathered only from a "special" invasion, where mobs will drop the quest item with 100% chance. More info later on. Handicap from CS has been increased. We feel like it was too low as it was, not having too much impact on making the win harder multiple times in a row, as it should have. New Handicap: 1st win: On next CS the team starts with -1500 points. 2nd win (consecutive): On next CS the team starts with -3500 points. 3rd win (consecutive): On next CS the team starts with -6000 points. 4th win (consecutive): On next CS the team starts with -6000 points and 2/3 of VIT limit for GM (if limit is 15000 the GM will have a limit of 10000 VIT). 5th win (consecutive) and onwards: On next CS the team starts with -9000 points and 2/3 of VIT limit for GM. Maximum number points that can be reduced (by doing the upgrades) is now 25% of total Handicap points (instead of 40%). All maps (except of starting maps) will have -10 levels restriction when going "by walk" (something that didn't worked correctly until now). We've added 2 new (custom) gates in game, to the maps that lacked them from WebZen: You can now travel "by walk" from Kanturu Relics to Vulcanus (with -10 levels restriction) as well as from Vulcanus to Kanturu Relics (same gate). You can now travel "by walk" from Vulcanus to Swamp of Peace (same restriction, level 380 and 10+ resets) as well as from Swamp of Peace to Vulcanus (same gate). In order to discourage "same class stacking" in early game while also keeping the advantage of DL/RF/MG classes for "non-vip" players the following change is added: Until first "non-vip" player reaches level 200, DL/MG/RF will be able to go in maps at the same levels like rest of classes. After first "non-vip" player reaches level 200, the restriction will be lifted back. This is only for 0rr, where restriction is normally disabled. For 1rr+ restriction to maps is always up. Devias: Minimum level 15. Elbeland: Minimum level 20. Rest of 0rr maps: The "by walk" level of normal classes (-10 levels compared to the Move list of normal classes). Party EXP updated: Solo: 100% EXP 2 Players: 102% EXP. 3 Players: 104% EXP. 4 Players: 107% EXP. 5 Players: 110% EXP. 4 Players Gold (different races): 114%. 5 Players Gold (different races): 117%. The following exp rates will be applied no matter the races that are in party: Solo = 100%. 2 Players = 102%. 3 Players = 105%. 4 Players = 108%. 5 Players = 112%. Now, when there are ONLY 4 people in party, but all of them different races (Perfect Party): Everyone gets a "seal" with +5% EXP from the 4 man base exp (108%). If there are 5 people in party, and all of them different races (Perfect Party): Everyone gets a "seal" with +7% EXP from the 5 man base exp (112%). In order to apply the seal, a player from party must be in the 10x10 range of PM. If PM hasn't at least 1 other player from party in his 10x10 range, he won't get the seal alone. So: Leaving from the spot means losing your seal, but others on spot near PM does not lose it. If PM leaves spot and he's alone, nobody have a seal anymore, including the PM. Reduced the number of Giants from Lorencia to avoid "hot-spots" early game. More early game spots have been added: 6 spots in Devias (Devias4 -> down). 7 spots in Dungeon (3x Dungeon1, 4x Dungeon2). 4 spots in Elbeland (2x Elbeland2, 2x Elbeland3). Along with this specific changes, there are few more things that were updated during Phoenix and will be seen on Inception as well, apart from the fixes and improvements, as well as some unwritten changes (adjustments/improvements/small tweaks). The official info topic has been updated with the 5# edition information. Note: Keep in mind that the information isn't 100% final and it may suffer changes until the launch day, as we will receive your feedback. Official Info Topic: https://oldsquad.ro/forum/topic/993-inception-official-information-everything-you-need-to-know/ And if you're curious about Arena Tournament - we hate that we still couldn't stop the "guild stacking" on the previous implementation, which destroys the fun that this event should offer. We have some new ideas for it (like randomly assigned players from Arena that will give extra points if killed during x seconds, which may help in forcing guild-mates to kill each-others as well) or going even further as virtually registering your character's guild when going at CS as your Main guild (no matter if you stay guildless or on different guild during the next week) and creating restrictions / bonuses based on Main guild and so on. But again, we're afraid that we'll spend again a lot of time on it and the result will be the same. Unless people start playing such Event for fun and quit tryharding, or unless you have real ideas that can prevent this things, we'll most probably hold on Arena Tournament. There's another option of transforming it into a guild/team based event, with teams and same tournament style, or, an option to transform it in fully 1v1 double elimination event. Also we're building the new Council group for this edition, if you want to be part of it feel free to contact either me or Gion. More info: https://discord.com/channels/364735762907922442/367652192821444608/874984233922330643 Cheers! #MakeMUGreatAgain!
    16. Common issue: You're trying to login in game with the forum account. You need to register a separate account on https://mu.oldsquad.ro and use it to login in game.
    17. Hello, While our gameplay was built for around 6 months playtime, due to the lower playerbase that would remain for its full 6 months we decided to give everyone a chance to finish the gameplay way faster than it was expected. So, the following changes are up starting from now: 0rr EXP is now 350% from level 1-400 (static). 1-5rr EXP is now 250% (static). Skip Quest minimum time is now 3 days. Maximum players in a guild is now 30 (so more people can get to play at CS, as we won't have more than 2 guilds anyway). Cheers!
    18. You lose HP with either IMP/Demon or Wings. You can surpass this HP loss with HP recovery rings and pendant (preferably 3/4%) and also, more importantly, +HP per monster kill on Pendant / Weapons.
    19. As we've redesigned the DS take into account different opinions, I'll count this as an accepted suggestion. +40 credits.
    20. Mats thingy - Accepted & implemented. +40 credits.
    21. Accepted & implemented. +40 credits.
    22. Hello, The current Inception edition has passed its deadline and due to the amount of players left active there is no point in keeping it online any longer. Even if it sounds like a stereotype, I once again believe that this edition was the best yet on our project (just like 3rd was the best until that point). Inception does never stop to impress us and does prove that MU can be played more than 1-2 months in an active manner. Well, the cold season does also help with that, as well as the newbies having an easier life to play and recover. A lot of patches were made during this edition, a lot of new features, fixes and improvements were made to bring its quality even higher than it was already. We're proud of Inception and we're eager to see its next iteration in action. The 5th edition will start somewhere between September and October. As for now, Inception will be closed today (01.06.2021) after the global maintenance from 16:00. Thanks to everyone that took part in this edition and especially to those that kept playing it on the long run! HoF has been updated:
    23. Hello, It is not the first time when I observe that Raklion is ignored as a map for its tier, in the favor of Vulcanus, even for mercenaries with max exp bonus. Why do you guys ignore it? What is its problem?
    24. It's free chat, you can talk about anything, but I'll just remind you, as you're continuing to point at us ("fix this","change this",and other shits). We will NEVER touch characters during an ONGOING edition unless there's a mistake that is causing one or another to be WAY better or WAY worse than expected. I.E: Ravens DL Inc, ARF last Phoenix. If after close to 6 years you still think that coming on forum and saying "PLZ NERF X IS TOO STRONK PLZ BUFF Y IS TOO WEAK" will change anything well, you live in some parallel world compared to us. It is normal FOR ANY MMO game that some characters are better or worse at some stages / with some gear / at some things than the others. If multi-billion dollars companies can't have a 100% balance, don't expect some random private server of a shitty game to have 100% balance, we tried and we always try to offer as good overall balance as we can. If you consider a class/build whatever better than the rest feel free to play it, nothing keeps you from doing it. Every single character during this years was better or worse, mainstream or not, depending on editions and tweaks, no character was left behind. We had and we have DL era, SUM era, RF era, SMG era and so on, who played enough editions does know it pretty well. All characters are good, all characters are HIGHLY REWORKED compared to default settings / WebZen (where things like SM/SUM/ELF were just buffers, MG was just for the aesthetics and RF was 1 shotting any build/char). We have and we always had at least 1 representant of each class/build on our servers that proved the power of his character/build, even on some builds that were intentionally nerfed (I.E. EMG PvP), and made them shine (even if it takes more effort than other classes/builds).
    25. Well, as long as you're making a topic in Game Questions / Problems instead of General Discussions and in the same time claiming that w3 rate is fake just because you're getting 100 fails, I can't threat you any serious. Yea, I admit is my bad that I couldn't resist ignoring such topic, but my eyes can't handle it. Well, there's a reason why I quitted "public relationships" some time ago and passed them to Gion, I am allergic to the standard mentality of the majority of MU players, me gusta not. /Signing off
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