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Calculation is here! Today it is not going to be a regular calculation once more! Streamers, that were with us through the last months will get (depending on their activity): ZiQ - 150 CoL Shur4 - 150 CoL CraftForVodka - 300 CoL To claim rewards, PM Kse here on forum with your ingame nickname! You do not need to send it to Live chat/Discord as well. In case you don't see your name in the list or have doubts in calculation numbers, pm me CoLs will start being delivered on 09.07.20262 points
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For a very long time we have been struggling with finding a progression system that is focused on the character itself. On a game like Lineage2 where every item is tradable, besides the exp bar and some special skills, there isnt much you can do to improve your char itself, and make it better and stronger, and have the advantage against other players on same classes just due to your dedication and not your pocket size or luck of enchants. It was allways sad for us that a player could play a year on one char, and some other player decides to make the same class, plays for 2 months, trades/buys gear and after leveling up is on same grounds as the guy who spent a full year working on his/hers char. This is one of the reasons why we tried to keep the max level best dyes something so 'special' and rare, because it was basically the only thing that existed so far, that you could improve on that one specific char, instead of something you can trade to every other character whenever you want. On the older client and files, the limitations from our side were very big, and there was lot of things we would like to add to help with this but was just technically not possible, or it would have to have been created in crazy convoluted ways that would leave big room for general problems with systems itself or even to server stability. BUT NOW WE CAN! One of the systems this new files made possible for us to replicate was an elements system, not the old boring system where you could put stones on armors for resist or on weapons for damage (this would not fit our mentality for this system because once again players would be able to buy/sell/trade stones or just even trade gear with them already on max level), but a new system that is focused on the char itself, instead of the gear. ELEMENTAL SPIRITS After reaching level 40, players will have access to this window. Window can be accessed either from the character panel or from the systems hotbar. Selecting one of this elemental spirits will empower your attacks with extra elemental damage acording to your choice, once again, active element can be selected either on char panel or on the systems hotbar icon. The attribute damage you would use, would not be related to the skills you are using but to the target you using it against. As a example altho i might be a sorcerer, i should not use fire spirit always, i should change depending on the weakness of the target im fighting against. this attribute damage is extra to your normal damage and is not related to your normal damage, so it wont have impact on the normal damage from your attack or skills, it will only add extra depending on the level and type of the spirit you using and the type of defense of your target. After certain level, monsters will diplay passive skills such as this one This would mean this mob will take your normal damage + extra, if you are using fire spirit. It also means it would give your Fire spirit some exp when you kill it. Each of the spirits represents one element and each one of them has independent EXP bars. Whenever you kill a monster that has the elemental skill passive on them you will be receiving spirit exp depending on the attribute. More you level the spirit, more extra damage you can deal when using the appropriate attribute. When you level up your spirit you also receive points to tailor your attribute characteristics, depending on your playstyle or the playstyle of your classe, you can choose to deal more attribute damage when that spirit is active, or more defense against that attribute or crit related stats. Special note that this applies only to the portion of the damage that is from attribute, and not to your damage from skills and attacks. OTHER SPIRIT INTERACTIONS Besides the spirit exp your gain from huting monsters, there is also the possibility to evolve your spirits so they can become stronger and make you stronger, this can be done using specific Evolutionary Stones you will find from higher level mobs in specific zones related to specific elements. You can also extract (sacrifice) some of your spirit exp into Particles that can be used to purchase various items from the Attribute Master Sven, this item list might still suffer some changes or aditions but amoung them are buff slot books, magic tablets, a especial necklace, some attribute related potions etc. SPECIAL HUNTING ZONES On higher levels, players will have access to specific hunting zones to improve their desired spirit (or for the harder grinders, maybe all of them?), this zones will not have much in form of normal loot, but will have chance of droping specific materials to improve your spirits, aswell as giving extra spirit EXP comparing to normal zones. This zones are high level, and are not the esiest. This zones are: Forge of gods: Fire mobs - good to level up Nebula the water Spirit. Wall of Argos: Earth mobs - good to level up Ignis the fire Spirit. Wind Plateau: Wind mobs - good to level up Petram the earth Spirit. Garden of Eva: Water mobs - good to level up Procella the wind Spirit. SPECIAL ELEMENTAL SPIRITS BOSSES Each one of the Spirits have their BOSS, you can talk to the researcher of respective zone to go and fight the boss. You gonna need a CC of 18+ people to go in. Every boss has a normal and epic mode, with epic being available only for CC of characters level 80+ and being more difficult then the normal version not only on boss stats, but also on fight mechanics. NOTE: For the time being both normal and epic versions are instanced zones, altho we are considering leaving the normal version as a instanced zone (so everyone including weaker clans can have the chance of conquering it) and moving the epic version to open world boss in order to be contested and create fights over it. These bosses not only provide a big boost of exp to your Spirits as they also have good loot from items, to special rare dyes passing by enchants, buff slot books, and specific items to improve your spirits. STAY TUNED FOR MORE NEWS AND INSIDE INFOS ON NEW SYSTEM AND SYSTEM CHANGES FOR THIS NEW CHAPTER OF CLASSIC CLUB.1 point
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Better increase amout of spoiling resourses in Ketra/Varka, Heine Fields And add Metallic Threads, RMP and CLs to spoil in these loc's1 point
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I can only speak for myself but i believe there will be others too. I believe it is time to finally accomodate the wish to have a fresh classic server starting from 1.0 and gradually update slowly to what we have atm. Make it hard to lvl up so it will last us more this time around. We need another "HOME"1 point
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Hello. Can you please give me a list of craft material you need for B that you can't get on high level?1 point
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Really Admins, give us pls some information, we need at least merge TI and Dion and opening new one in this autumn starting from Classic 1.01 point
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Another problem we have been trying to solve for some time, is a bit of a double problem but both related to same situation. One of them is the performance issues caused by big events to gameplay of players not involved in the event. As for example, lets say theres a giran siege and theres 300 people fighting on the siege, everytime theres a regroup, 300 people teleport into Giran town to go somewhere, everyone in giran who have a weaker pc goes into powerpoint presentation mode even if they have nothing to do with the siege themselves. Another of these problems, is how predictable this makes the siege itself, because everyone can tell where people are regrouping, if they coming from town, if they porting somewhere and also how long it can take for some players with weaker machine to have to go through the loadings of multiple teleportations in a row. We believe with this new option, not only it will keep a more undisrupted gameplay for the players not involved in this big events, as it will also make this events more dinamic and the regroups faster for more intense and constant battles. What we did for the new files might be the solution for both of these problems, as well as a major quality of life improvement. In the interface bar players can now find this icon. This basically opens the teleportation option that players can use to teleport to the normal locations in 1 teleport instead of having to run multiple towns and cities, multiple loading processes etc. NOTE: This is not a free teleportation, teleporting fees will still apply as if used from the GK itself. NOTE2: There are no special teleports for special locations extra besides the ones already existent in the GK. NOTE3: The teleporting cast time was greatly increased from the official time, in order to make it more in line to not only emulate normal teleporting times of older system, as to not make it feel too much faster than normal teleportation would feel like while still keeping the big quality of life improvement. 2026-07-17 13-17-41.mp4 STAY TUNED FOR MORE NEWS AND INSIDE INFOS ON NEW SYSTEM AND SYSTEM CHANGES FOR THIS NEW CHAPTER OF CLASSIC CLUB.0 points