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Everything posted by San0
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We have been closely following your feedback and noticed that some of you were not entirely satisfied with Client's updated interface. Taking your feedback into consideration, we have made several adjustments to improve the overall experience and bring back some of the familiar elements of the previous client. Some of these changes will apply to both UI versions, while others will be part of an Old-Style UI option, which you will be able to select when updating your client. General Changes (Both UI Versions) Right-Side Panel Removed – All previously available functions have been moved to the General Menu. Teleport Button Removed – The button and its associated F shortcut have been disabled. Please note that client modifications will not restore this functionality, as it has also been disabled server-side. Additional Hotbar – A 5th hotbar row has been added. Experience Bar – The EXP bar has been added to the Character Status bar. Old-Style UI Changes Character Status Window – Restored to its previous design. Clan Window – Restored to its previous design. Clan Experience Bar – Added to the classic Clan Window. Character Appearance Preview – The button and window displaying the character's visual appearance have been removed from the Inventory. Hotbar Background – The original background has been restored to the Hotbar panel. Old-Style UI in one picture: Further Improvements These adjustments are not necessarily final. We will continue monitoring your feedback and may introduce additional changes in the future. Thank you for sharing your opinions and helping us make the client experience better for everyone!
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minimal exp boosts means the little scrolls you get from missions system and thats basically it being that lot of them are one time use. then as time goes by and more help to catch up is needed more of this items will be introduced to the players in levels that are not the higher brackets and limited to this same players so they cannot somehow be abused by higher level players. if you pay attention to the phases you can see that what you mentioning about progressive increase rates by levels is exactly what is mentioned there if not the way you suggesting they are still there. clans wil have clan skills to decrease it, but for the most of it, its still there. so far no plans for it, tho most of their skills have changed from magical skills to physical, meaning that skills such as freezing strike and sword symphony now actualy do some damage + they both get access to the death strike (the stronger version) on 3rd class.
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5 minutes dances and songs, no offline fishing
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This topic will cover most of the concept idea for the future Floran server, with detailed information on relevant features and links directing you to the respective topics relevant for some of those features. Server rates. - EXP/SP: x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 - SPOIL: Chance x1/Quantity x3 Why x3 exp/sp and x3 drop? On these new files drops and experience are slightly lower than what players are used to on our older servers, so in order to compensate for that, without having to change the loot and exp in a mob by mob basis and risk breaking the intended idea of the official loot options, we opted to increase the global rates in order to bring it up to par with what we usually have. The updates and patches. On Floran, we are following a different approach when it comes to patches and updates. One of the main changes for the new server is how we approach content updates. Until now, we've mostly been playing catch-up. After releasing an update, we'd begin working on the next one. Once development was complete, we'd evaluate the server's current situation, determine whether the planned content still made sense, make any necessary adjustments, and finally release it. This approach worked well for quite some time, but it had its drawbacks. As players began progressing through content faster, or when technically complex updates introduced relatively little new content, we sometimes found ourselves in situations where the server needed fresh content before we were ready to deliver it. This resulted in longer gaps between updates than we would have liked. Patch naming also became increasingly confusing. Alongside official updates, we introduced our own content and smaller internal patches, eventually ending up with version names like "2.0.541+V2.0" — meaningful to us, but not particularly informative for players. Taking all of this into account, we're changing our approach for the new server. Instead of the traditional patch-based progression, we're introducing Content Phases. Each phase will have its own predefined set of content, prepared well in advance. This will allow us to plan progression more effectively, reduce unnecessary delays between content releases, and provide players with a clearer understanding of what's coming next. We already have 10 content phases prepared, giving us a solid foundation to work with from the very beginning. Detailed info for all phases can be found HERE https://l2classic.club/forum/topic/130084-floran-planed-phases/ The global user systems and features. Box limits - Client limits are 1 + 1. You can play in one client per PC for free without any fees or subscriptions, in order to be able to log one extra client on same PC, a premium account is required. Premium account can be purchased in the server shop using Coin of Luck. Any type of tricks or software to overcome the 1 + 1 limitations is subject to punishment according to server rules. Death penalty - Death penalty will have the standard EXP loss on death of 4% with extra effects in game making it possible to lower it such as clan skills, clan wars, special pvp zones with death penalty decrease effects, etc. Death penalty values can and will have special dedicated settings for each of the different situations: - Siege death 2% - Boss death 4% - PVP zone death 0% - PVP death 4% - PK death 2% - World death 4% PK - PK removal options has been changed from the scroll system into a mini quest you can do per day of hunting with the "Sin Eater" agathion, and can reduce from 1 to 3 pks per time. Quest can be picked up from Dark Judge NPC, same NPC where you would buy the pk scrolls before. Class Quests - 1st and 2nd class quests have been removed from the game. In order to progress into the new class, players will have an options to change class when they reach the appropriate level. 3rd class quest is still in the game but has been greatly simplified. Premium account - Premium account can be purchased in the donation shop and will provide players with the following bonuses: - Ability to log +1 client (you can have one client open for free, and this allows you to have a extra one). - 10% SP/XP passive. - 10 global messages per day (starting at level 30). - Durations available at start - 7 days, 15 days and 30 days. On activation the Premium account players will also receive a pack of Wind Walk scrolls containing different amount depending on the premium duration: - 7 days - 10 Wind Walk Scrolls - 15 days - 20 Wind Walk Scrolls - 30 days - 50 Wind Walk Scrolls Premium Account remaining time can be checked using the command .pa_time Premium Account expiration will give information in system chat window at 12h/6h/5h/4h/3h/2h/1h/30min/15min/10min/5min remaining. Offline shop - In order to place an offline shop players will need a Offline Shop Ticket. Offline Shop Ticket can be purchased in the donation shop. - Tickets last for 7 days. - Placing a offline shop does not consume the ticket, ticket only gets consumed at end of its duration. - Max offline shops per PC is 3. - Offline shop duration is 24 hours. To use offline shop, players need to be with their shop set up and while having a Offline Shop Ticket use the command .offline The Epics. From the start of the server there will be available Queen Ant, Orfen and Core, with Baium and Zaken being near future additions, Antharas and Frintezza coming out later on the phases and the inclusion of not so much of epic but also special Lilith and Anakim coming to the game on their own phase bringing to the game the possibilities for players to obtain rare and stronger weapon runes to further empower their weapons. Epic jewels will also progressively have new levels added to them, possible up to level 3 max with it starting on level 1 only and staying there for some phases before it starts progressing. Level 4 epic jewels will not exist. All Epic Boss zones will be a PVP zone. The gear. At server launch players will have access to full C grade and some B grade off pieces, with passing of phases new gear tiers will be added slowly. So far in the plans the max gear tier is S grade, with possibility of some extra additions existing in future if we see players are needing something new to progress their character and together with the community, we decide that a new tier of gear is the right way to go. The levels. Max level will be progressing with phases. As new phases come, level cap will increase. At the start max level will be locked at 65. On phase 2 players will be able to progress up to level 75, phase 3 will bring level 78 cap and third class and so on. Level caps are set up in the phases planning but they might end up being adjusted or delayed if by the time it would be time to increase it, we see that it would create an unbalance in the game politics and war situation, as for example, its time to increase level cap from 80 but one side of the server is ready on level 80 - 99.99% and the other sides are still far away from it, in this situation we might choose to delay slightly the level cap increase, in order to try to keep it competitive. The skills, abilities, items, misc. Here on Classic Club we like to keep our players well informed with all the details and information tailored specifically for our servers, for that reason we have our own database where players can see all information about skills, items, drops, spoils, stats etc etc. You can find our database here https://l2db.club/index.php The map. We plan on having all the road of this server running in the original classic map without adding new areas that might feel they don't belong. For the phases we have ready to go for the next at least 3 years, we will be opening the new higher zones as the phases progress with the phase one having Dragon valley and Lair of Antharas as the main end game regions, and with later phases bringing new higher level zones such as Tower of insolence, Forgotten Island, Devil's Island, Varka and Ketra, all the way to Imperial Tomb. Our planned phases so far will cover the territories from the starter towns to Gludin, Gludio, Dion, Oren, Giran, Aden, and Goddard. The Clans. Clans will have 10 levels, with higher levels increasing amount of players allowed in a clan and clan skills available. The clans will level up using clan experience system, and a clan can gain experience from activities done by their members, like levelling, missions etc. Clans will have certain clan skills available for them, some of them can be purchased with Adena, some others need Adena and CRPs (clan reputation points), while others need a new item called Blood Crystal that can be obtained by hunting certain monsters. All clan skills available can be found here: https://l2db.club/?show=skills&type=clan make sure to select the correct server on server selection. The Clan Halls. Clan Halls will be available from the start with a certain delay implemented on the auctions. For example, server opens now and next auction is in 4 weeks, so all clans can work around their ways to gather enough Adena to bid for them. From start there will be the main Clan Halls in the cities, with some temporary Clan Halls being released later, and then with each new city being released, those new cities will also have their own Clan Halls available. Clan Hall biding values will be increase by 10x: - Gludio, Dion and Floran - 50kk - Giran, Aden - 100kk Clan Hall maintenance prices will be increased by 50%, and slightly increased overtime to prevent inactive clans keeping them indefinitely. The custom changes. Epic fragments - Epic bosses will drop fragments from the start. We want players to be compensated by slaying an Epic boss, and as we know, it gets to a point of the game where the loot is not the main attraction and only thing that matter is the Epic jewel. We want players to feel rewarded when they camp and kill an Epic boss, even if Epic jewel doesn't drop they can now work up to an Epic jewel making it so their time investment was not completely wasted. Weapon runes - As mentioned in one of the dev spotlights, we will be using the old rune system (classic 2.0) instead of the updated one added by NCSoft in the most recent patches. Its in our opinion that the old system leaves more room for options, decisions, playstyles etc when comparing it to the new one where there is way less choice. These runes will be somewhat obtainable from more and more places as the phases progress to make it slowly more available for everyone. At the start, these Runes will be possible to get from Clan arena only, then with time and phases passing, end up being added to epics, bosses, and maybe even Olympiad and classic coins. Main idea is, slightly rare and exclusive at start, and as time goes by, become more and more available. They will not exist on start, and will only become available when Clan Arena becomes available. CLAN ARENA INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129065-dev-spotlight-clan-system-clan-arena/ Sieges - Sieges will be running on old school original system with all castles available from the start being siegeable (Gludio, Dion, Oren, Giran) and with Aden castle coming in later in the phases after Aden town is revealed. All castle related guards will be lvl 75 at the start, with possibility of level increase with time to keep them relevant and up to players level. Olympiads - Olympiads will not be on from the start of the server, they will be enabled in later phases. All info about our Olympiad system can be found here https://l2classic.club/forum/topic/130080-dev-spotlight-olympiad-system-revamped-version/ Blood crystals - Replacement for Proof of Blood. For clan skills, instead of Proof of Blood players will now use Blood Crystals. These items will still drop from mobs, and will no longer be something you use once to learn skills and then forget about it, some of the big active clan skills will require these items to use. We will be keeping an eye on the influx and consumption of these items, adding them to more mobs and higher level mobs if we see it starting to become a problem due to level restrictions or zone restrictions of where they can be obtained. Class quests - 1st and 2nd class change quests removed, to change class you only need appropriate level and a option will be available to you to pick the class. 3rd class quest been drastically reduced. Daily Coins - Daily coins delivery in this version will be working in a different way. We were not pleased with how the older system did it by players just logging in, staying in game for 30 minutes and collecting a box at the end of the 30 minutes without doing anything at all. For this reason in this new version Daily Coins will be linked to the Daily Missions, where players will be able to get Daily Coins as a reward for certain activities like hunting a certain amount of monsters. Dimensional Dungeon (Dungeon of Abyss) - Dimensional dungeon will not be available from the start as we wont have Aden town at the beginning, it will come out together with Aden town as a little boost for the ones who are taking longer on their journey or joined the server later. User Interface - These new client files came together with big improvements and visual changes to the user interface, altho as most of our community seems to be more connected to a more vintage old style interface, we tried to pull back the old sections of the interface that do not have a major function connected to any of the new systems available, in order to maintain the more classical look and feel. The systems. Attendance system - A system that rewards the active players with little helpful items every day. ATTENDANCE SYSTEM INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129054-dev-spotlight-attendance-system/ Global ranking system - The global ranking system is a server-wide feature designed to track and display the progression and activity of both players and clans. It serves as a public leaderboard that reflects how characters perform over time based on their in-game achievements. GLOBAL RANKING SYSTEM INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129118-dev-spotlight-global-ranking-system/ Enchanting pity system - When failing a enchant players have chance to receive Enhancement Stones. Gather some of this stones to trade for a enchant scroll. Clan Arena - Clan arena is a clan content system where players can participate with other clan members to battle a gauntlet of bosses with multiple levels. CLAN ARENA INFO CAN BE FOUND HERE https://l2classic.club/forum/topic/129065-dev-spotlight-clan-system-clan-arena/ Achievment system - A systems that give extra rewards to players by achieving a new level, we kept this system from future versions of the game. Altho we do understand some of the items on the default rewards are not well suited for a fresh opening in a hardcore scene, therefore some of the rewards have been tweaked down and changed to not be so impactful and to not contain major EXP boosts, and to better fit the vision we have for this fresh start, with most of the rewards being centred around consumables, some exp scrolls, daily coins, and some supportive scrolls to help on the adventure. Fishing system - Fishing itself will work the usual way, player arrives to fishing allowed spot, equips rod and bait and can press the prompt button to start the fishing process. There will be 2 different types of baits: - Normal Bait - Allows player to fish only Blue Mackerel and Fresh Blue Mackerel. - Silver Bait - Allows player to fish Whale and Recipes of Stews. Fishing Stews Recipes are a common craft item that can be learned by everyone, uses fishes to produce stews, and by crafting the first levels of stews you have a chance of unlocking next levels of stews. You can no longer buy fishing stews from fishing NPC. Classic coin system - Classic coin is a new currency added to the game and will work alongside Adena. They both can be obtained by hunting monsters. The main differences between the 2 is the fact that Classic coins will not be as common as Adena, and the fact that Classic coins are not tradable among characters allowing for a more detailed shop for certain items that can be tailored as we need and kept in check by the availability of the same Classic coins. With limitations of Classic coins we can also create a world where players that play 2 hours per day and players that play 10 hours per day will have access to the same amount of specific items cuz we can specify the amount of Classic coins that can be obtained per day or per time etc. The donation shop. Donation on this server as on all the Classic Club servers, with exclusion of premium account and offline ticket will be composed mostly by cosmetic items like hair accessories, agathions, mounts (only available for 3rd class characters who already earned their class mount by doing their quest), cloaks and so on, without any items with interference on gameplay. Donation shop will be displayed in the same shop interface of Classic coin system. Sincerely, Classic Team
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For the Floran server we want to follow a different approach when it comes to updates. We want to prepare everything in advance, and have our community informed of what's to come at any given time. For this reason, we prepared a detailed information topic to show the road ahead for the next years of development when it comes to server settings. Most of it is already prepared and ready to go on the specified dates and times. Instead of dividing the updates by patches that always get confusing version numbers inside of its own patch, we will follow a phase system, it works in the same way as with patches, but it creates a simpler communication about what is what. These phases will come with changes to level caps, regions, catchup mechanics, gear changes, epic bosses changes etc. Please keep in mind, this list does not represent all the patches/changes/updates that will occur during the live development of the server, we will consistently keep working on fixes, changes, minor updates and tweaks as its needed. Nor does it represent the full extent of the server's life, for example, the fact we have 10 phases announced does not mean server will finish by the end of the 10th phase. This is only a rought representation of the plan and vision we have for the server setting for the few years to come that is pratically ready to roll now, during the time this phases will be going on, we will be working on what to come next after this. Also, this represents our plan, but minor things might change when the time comes for the phase to hit, as for example, if its time for new phase to come in with a level cap increase but we see that mostly one of the sides fighting in the big picture has all the max level players while the opposite sides are still not there, we might chose to delay the level cap increase for the sake of balance. Phase 1 - The Beginning. 18.12.2026 LEVEL CAP - 65. RATES - EXP/SP: x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Giran: Dragon Valley, Lair of Antharas. EPICS - Queen Ant: Lvl 40 - Core: Lvl 50 - Orfen: Lvl 50 EPIC JEWELS - Queen Ant: Lvl 1 - Core: Lvl 1 - Orfen: Lvl 1 MAX GEAR AVAILABLE: B Grade EXP BOOSTS: Minimal Phase 2 - The Emperor's Kingdom. March 2027. LEVEL CAP - 75. RATES - EXP/SP: up to Lvl 64 x6 / above Lvl 65 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Aden Territory, NO Tower of Insolence NEW: Clan Arena, Olympiads, Runes, Sieges. Dungeon of Abyss. EPICS - Queen Ant: Lvl 70 - Core: Lvl 70 - Orfen: Lvl 70 EPIC JEWELS - Queen Ant: Lvl 1 - Core: Lvl 1 - Orfen: Lvl 1 MAX GEAR AVAILABLE: B Grade EXP BOOSTS: up to Lvl 64 Medium / Above Lvl 65 Minimal Phase 3 - The Late King. July 2027. LEVEL CAP - 78. RATES - EXP/SP: up to Lvl 74 x6 / above Lvl 75 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Tower of Insolence NEW: Baium, 3rd class. EPICS - Queen Ant: Lvl 75 - Core: Lvl 75 - Orfen: Lvl 75 - Baium: Lvl 78 EPIC JEWELS - Queen Ant: Lvl 2 - Core: Lvl 2 - Orfen: Lvl 2 - Baium: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 74 Medium / above Lvl 75 Minimal Phase 4 - The Pirate King. November 2027. LEVEL CAP - 80. RATES - EXP/SP: up to Lvl 74 x9 / 75 to 77 x6 / above Lvl 78 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Devil's Isle, Giants cave. NEW: Zaken. Weapon Augmentations. EPICS - Queen Ant: Lvl 75 - Core: Lvl 75 - Orfen: Lvl 75 - Baium: Lvl 78 - Zaken: Lvl 80 EPIC JEWELS - Queen Ant: Lvl 2 - Core: Lvl 2 - Orfen: Lvl 2 - Baium: Lvl 1 - Zaken: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 74 High / 75 to 77 Medium / above Lvl 78 Minimal Phase 5 - The Lair of the Land Dragon. April 2028. LEVEL CAP - 82. RATES - EXP/SP: up to Lvl 77 x9 / 78 to 79 x6 / above Lvl 80 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Lair of Antharas Revamped EPICS - Queen Ant: Lvl 75 - Core: Lvl 75 - Orfen: Lvl 75 - Baium: Lvl 78 - Zaken: Lvl 80 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 77 High / 78 to 79 Medium / above Lvl 80 Minimal Phase 6 - The Land Dragon. September 2028. LEVEL CAP - 84. RATES - EXP/SP: up to Lvl 79 x9 / 80 to 81 x6 / above Lvl 82 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Forgotten Island NEW: Antharas. EPICS - Queen Ant: Lvl 80 - Core: Lvl 80 - Orfen: Lvl 80 - Baium: Lvl 82 - Zaken: Lvl 82 - Antharas: Lvl 84 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 1 - Antharas: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 79 High / 80 to 81 Medium / above Lvl 82 Minimal Phase 7 - A New Kingdom. February 2029. LEVEL CAP - 84. RATES - EXP/SP: up to Lvl 81 x9 / above Lvl 82 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Goddard Territory, Ketra/Varka, NO IMPERIAL TOMB EPICS - Queen Ant: Lvl 82 - Core: Lvl 82 - Orfen: Lvl 82 - Baium: Lvl 84 - Zaken: Lvl 84 - Antharas: Lvl 84 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 3 - Zaken: Lvl 2 - Antharas: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 81 High / above Lvl 82 Minimal Phase 8 - A Hidden Power. July 2029. LEVEL CAP - 84. RATES - EXP/SP: up to Lvl 81 x9 / above Lvl 82 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Lilith and Anakim Catacombs/Necropolis NEW: Anakim/Lilith Runes. EPICS - Queen Ant: Lvl 82 - Core: Lvl 82 - Orfen: Lvl 82 - Baium: Lvl 84 - Zaken: Lvl 84 - Antharas: Lvl 84 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 2 - Antharas: Lvl 1 MAX GEAR AVAILABLE: A Grade EXP BOOSTS: up to Lvl 81 High / above Lvl 82 Minimal Phase 9 - The Last Prince. November 2029. LEVEL CAP - 85. RATES - EXP/SP: up to Lvl 83 x9 / above Lvl 84 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Goddard, IMPERIAL TOMB NEW: S grade. EPICS - Queen Ant: Lvl 82 - Core: Lvl 82 - Orfen: Lvl 82 - Baium: Lvl 84 - Zaken: Lvl 84 - Antharas: Lvl 84 - Frintezza: Lvl 85 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 2 - Zaken: Lvl 2 - Antharas: Lvl 2 - Frintezza: Lvl 1 MAX GEAR AVAILABLE: S Grade EXP BOOSTS: up to Lvl 83 High / above Lvl 84 Minimal Phase 10 - The Improved Prison. April 2030. LEVEL CAP - 90. RATES - EXP/SP: up to Lvl 84 x9 / above Lvl 85 x3 - ADENA: x3 - DROP: x3 - BOSS: x1 - EPIC: x1 - QUEST: x1 REGIONS: Revamped Tower of Insolence NEW: Tower of Insolence new Raid Bosses. EPICS - Queen Ant: Lvl 85 - Core: Lvl 85 - Orfen: Lvl 85 - Baium: Lvl 85 - Zaken: Lvl 85 - Antharas: Lvl 85 - Frintezza: Lvl 85 EPIC JEWELS - Queen Ant: Lvl 3 - Core: Lvl 3 - Orfen: Lvl 3 - Baium: Lvl 3 - Zaken: Lvl 3 - Antharas: Lvl 3 - Frintezza: Lvl 3 MAX GEAR AVAILABLE: S Grade EXP BOOSTS: up to Lvl 84 High / above Lvl 85 Minimal
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Yes, we hear you. After announcing the newest Olympiad System changes for the new files, we have paid attention to all the complains, suggestions and ideas, and with them and our own plans and visions for this system, we went back to the drawing board to recreate a revamped system in a way that would not harm our intentions much and would make it more in line to what we feel its what the community wants. With everything not yet set in stone but getting there, this is the plan for the Olympiad System in the new files. We want you also to understand that altho we can give in a bit more to some of the suggestion and be more lenient in some of the features, there are some we hard set on maintaining due to the fact we dont see it as healthy for the server as for example the big old hero skills. The complains. Registration possible from anywhere with the Olympiad menu interface - Some people pointed out the 'issue' that having this option to sign up for a Olympiad match from anywhere would remove the social part of having all the players gathered around the NPC and at same time creating a situation where it would be hard to gauge how many people was involved on the Olympiads. For this reason, the option to sign up for a match anywhere via the Olympiad menu will be removed and in order to participate in the Olympiads, players will have to sign up on the Olympiad manager NPC. 30 seconds is too short time for some classes to buff properly - We agree that for some classes 30 seconds might indeed be too short, and tho we want the time between matches to be reduced, we dont want players to have the risk of being penalized for a slower connection, or PC, or even simply by having classes that needs some more time for buffs. Buff time inside of Olympiad stadium will be increased to 60 seconds, instead of 30 seconds. Having weekly cycles removes value from being hero - We wanted to make hero something more available for everyone, but we do understand the idea, mentality and nostalgia of being a hero actually meaning something that maybe should not be so frequent and available for everyone. After listening to reasonings and suggestions of multiple players we took the decision of bringing back the monthly cycle. Having matches all week - After we took another look at this part of the system, and even so knowing its how the old system used to work on the older versions of Lineage 2, we did realise this might not be the best for the community we are at this moment considering we are more grown up now, with adult responsibilities in life, families, jobs etc and having to play oly everyday might be a bit heavy on the schedule. This might also lead to major problems in general such as player burnout of having to do the same thing everyday. With this considerations in mind and after we discussed about it again and again, we decided that keep the Olympiads running all week long was not the best plan and changed it back to work on Friday and Saturday only, 4 hours per day, instead of 1 hour every day of the week. Matches per week - Matches will be limited at 30 matches per week Its in our understanding that together with the reduced call times this should create a good sweet spot, where between waiting times and average match length a player would spend roughly 3.5 hours on Olympiad per week. The hero skills - We are not planning on bringing back the "old" hero skills (dread, berserker, UD, grandeur). Altho we also dont want Hero to be just a status and a blue chat. Player who receive Hero status will get 2 skills: - Heroic Miracle (not the same UD skill from before) - Heroic Miracle is a 2 part skill, passive that gives HP bonus, and a trigger that gives attack speed, cast speed, movement speed and mana regen. - Heroic Valor - Buff for clan members with offensive and defensive stats. This heroic valor will be a revamped version and not the old one giving only physical based buffs, but instead with stats both for physical and magical effects. With this setting we aim to have Heroes having some boost for themselves all time on their adventures with Heroic Miracle, and at same time having some beneficial features for the clan in their activities, while not breaking the balance of a fight as much as for example the old Heroic Dread would. The hero weapons - We are not planning on adding Hero Weapons, but if we do is not something that would exist from the start. Hero weapons would be too strong at the start, and they become to weak at later phases, its something we need to work out a perfect balance for them before it is something we want to bring to the game. They wont be there at start, maybe they show up later with some new powers or abilities?! When obtaining Hero status players will still have a cosmetic glow being applied to whatever weapon they use. Hero items - When becoming hero players will not receive a hero weapon, but they will still get some nice looking stuff: Wings of Destiny Circlet - We cant have Olympiad Hero without having the good old Wings of Destiny Circlet. Hero Cloak - Hero cloak will come with benefits. When having Hero Cloak equipped, players will have boost of 5%HP/MP/CP, 3%P def, 5%M def, +10 crits, -5% PVP damage received, 2% reflect. Hero Cloak cannot be equipped on Olympiads. Points, matchmaking and resets - Points reset on first day of the month with cycle starting and every eligible character (lvl 70+ with second class completed) receiving 1000 points. During their matches players win and lose points and the system will use this points to create "brackets" to increase de probability of strong players meeting other strong players. Times - For now the plan is to have Olympiads running 19:00 to 23:00 server time with last chance to register closing at 22:40 leaving rest of time for the conclusion of remaining matches as it was always. Marks of Battle - Marks of Battle will no longer be given at end of the cycle if you meet the matches requirements, They will now be awarded to players after every fight at rate of 10 per win and 1 per loss. TLDR: We hear you and made changes. Plans for new Olympiads are: - Olympiad will run from 19:00 to 23:00 (last reg at 22:40) server time. - Olympiads will run only at Friday and Saturday. - Olympiad cycles are calculated monthly. - Buffing time is 60 seconds. - Call time is 60 seconds. - Registration can only be done on the Olympiad Manager. - Players can do up to 30 matches per week. - Every month on first day eligible character (lvl 70+ with second class) receives 1000 points. - Total remaining points after Win or Loss creates "bracket" increasing probability of high player finding other high players. - Heroes will get skills Heroic Miracle (new version) and Heroic Valor (new version). - Heroes will get Hero Cloak and Wings of Destiny circlet - No Hero weapons at least for now. - No mass hero skills (dread, grandeur, UD, berserker). - Marks of Battle are rewarded every match instead of end of cycle. (Olympiad shop prices will be rebalanced to account for this change)
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This topic will cover a lot of different subjects. Most of them are small changes or adjustments made in order to keep this new files more old-school pulling back some changes ncsoft made that were not fitting the vision we have for our servers. Because most of them are not a big change and more of an adjustment or a system replacement, i do not think most of them should be in their own separate topic, and rather have them all grouped up in one. Lets get to it. Revenge system. With the new files a new system came up called Revenge System. This system consists in basically, if someone kills you, for some time, you have the option to know roughly where that person is via an indicator on the map. It would then give you an option to teleport to that place to take your revenge on your killer. Another part of it we did not like was the fact it was working for both PVP and PK, tho we like the idea of something like this for PK, having it also working for PVP would create other problems as, for example, 2 sides fighting for control of a spot, I can track the last guy who killed me from last fight and know roughly where they are, revealing their regroup spot or attack strategy without any effort. As we had some dislikes with how the full thing worked, we had to make some changes. - Teleport option was removed. - PVP kill tracking was removed. - Duration till when you can track was reduced. - You can now only track a player who killed you in PK. - You can only track this player while it still has karma. Clan Reputation. In our older files we had an issue with Clan Rep that it was not possible to be fixed due to client limitations. That issue was, in a situation where a character would level twice in one go, (for example char is lvl 29 - 99%, kills a boss and goes lvl 31), the game was not able to recognize that 2 instances of levelling up happened together in that one action, and would give CRP as if it was 1 instance of levelling up. On the new files it was finally possible for us to fix that issue so even if multiple level ups happen at same time for some reason, game will award the correct amount of CRPs. (L2) Coin Shop. ITEMS ON THE PRINT ARE FOR THE TEST SERVER AND NOT REPRESENTING WHAT WILL BE ON LIVE SERVER OBVIOUSLY!!! This client adds a new shop interface that a lot of you may already know and be familiar with. We will be using this piece of interface tech, but in a different way, in a more classic club way. This shop will be used as a kind of replacement for our custom NPCs such as Nostalgia, event traders, other custom traders etc. So for example instead of having to go to Nostalgia to find the right option to buy a premium account or a hat or an agathion, you can just open the shop interface, chose the right TAB, and buy it from there. This also facilitates in the event creation, as we do now need to create a new NPC, code it, place it, change HTMLs, change files etc every time we need to make a new event. There will be also other options in there to make it easier for new players to get some bonuses or rewards, as they will be presented with the shop naturally and see they have some goodies for them there. We also implemented some changes to make it so most of the items that would have any type of impact in a fight, can only be purchased in town. For example, Premium account can be bought anywhere, but in the existence of buff scrolls or res scrolls or something, these ones can only be bought in peace zone. Slaying Events. This is the system we created to zones like for example the Lilith and Anakim fields, where something would trigger after X mobs were killed. Problem with this system, is that once again due to client limitation we were not able to make different monsters give different count, and as so every mob killed in the zone would give same points. Now imagine we would want to add some event, with a system like this, in a place like for example Primeval Island, we would then have a T REX giving the same count as a deinonychus. In the new client we were finally technically allowed to improve on this system giving it more options for us to work with, and one of this options is the fact we can now give different values to different monsters, so to pick up back from the previous example, we would now be able to make the deinonychus count 1 and the T REX count like 100. EXP death penalty system. On the old client it was a technical mess to create all these different variations of exp loss, we had to go through mobs, bosses, zones, territories, events, situations, actions, players etc etc etc to set up all the different types of exp loss that should exist. With the new files we created the option that with a very simple "change the numbers in line" we can easily adjust and change everything related to exp loss on the go, for example, want to give an event weekend of no exp loss?, just change the number and good to go, while on older files we would have to most likely make or change old skills/items to add to chars to make them not lose exp on death and at the end of event go again and remove these skills/items. With this new system we can now specify what the death penalty should be in an easy way for every situation. To compare. OLD CLIENT OPTIONS: - Event/pvp zone death (didnt always worked well due to limitations) - World death - Boss death - Siege death Everything else outside of this options had to be done in weird "manual" ways. NEW CLIENT OPTIONS: - Siege death - Boss death - Guard death - Event death - PVP zone death - PVP death - PK death - World death With more options we can better adjust for separated situations easily, without major changes. Vitality and Sayha Systems. Removed. not much more to say here. Automacros. Removed. Autofarm. Removed. Kinda. It will not be available for players to use, but instead of removing completely this one we are breaking it into pieces, so we can use the options for some other stuff, and still use this internally when we need to test something. Instead of a full auto farm system, we breaking it into farm, item usage, auto action, auto buff, auto skill, auto potions, auto pick up etc. We don't plan on having it as a auto farm tool on the live server for the players, but its something we can use on tests and it has some technical functionalities that might be usable in the future for something else, like events, new features, etc. Runes. This client has its own new rune system but its a bit more straight forward and without so much player choice or options, as so, we removed this new rune system and will be using the old one. Shots. Another thing that changed in this new client, was the introduction of the "one size fits all" for shots. You would have one type of soulshot that would be use for all grades of weapons. It is in our vision and understanding, that the different grade of soulshots are a intricate part of the lineage 2 economy, and even bigger impact on a new server. (and because crafters need to feed their families) For this reason, we removed this one soulshot for everything stuff and brought back the old soulshot system of NG/D/C/B/A/S+++++ Lifestones. This new client also brings a new system for lifestones, but they give only stats and some extras like shot power. We do not think this to be more interesting then the old system where a player might have the chance of getting some active or passive skill that might be a big improvement or change their chances on a fight, for this reason we are keeping the weapon lifestones as the old ones. As for armors, this client also brings armor lifestones, and its something we are considering maybe for a later phase, as a extra progression option. Lair of Antharas. In this new client LoA has became a weird place with teleports and rocks blocking roads etc, we have removed all of it to emulate the old LoA Dragon Valley and Tower on insolence. On this one we had to get a bit creative. What happened was, because this client was an update in a time when the game was mostly late game, to not add new zones, the Dragon Valley and ToI were revamped into high level zones. So far so good, nice, we have new high level zones. Problem is, if to make it look and feel like a classic server, you need to have Dragon Valley and ToI on the appropriate level because they are major progressions and grinding spots. Sooooooooo what to do? Option 1 - We could have just simply turned this new high level zones into the old zones, change all mobs, all drops and all the stuff and later when its time to get new high lvl zones change it back. Option 2 - We could have left them as high lvl zones to not change much and not break anything and just make a new place for people to level on those levels and farm all the mats they could get from these places etc. Well. we kinda did both without touching none. So Dragon valley and ToI will be in their original state for this client, with all the settings as they should be, all fixed loot, all fixed features etc. and we leave it there for now. At the same time, we brought the old Dragon Valley and ToI on their old school original levels and settings. At server start, we will have the old-school original ones on their old-school original settings. When the time comes where we will decide its time to revamp these ones, players will have the option to pick if you want to go the low level ones. So for example, if we are 4 years into the servers and the Dragon Valley zone is now the high lvl zone, but you still need to go farm those pieces or mats or quest that used to be from the low level mobs, you can still go there and nothing is changed. This is not a personal instance zone, this is a global zone that everyone can enter at any time without restrictions, and farm, PVP, PK normally as any other zone on the map, its just a way to keep "balance" on progression for everyone, without having to mess up the late game for who is there, at the same time, this will reduce MASSIVELY update and patches creations and release times because we do not have to go and remake full zones when its time for a change, because the change is already there waiting for us, and we do not have to use time figuring out what to do for those levels brackets and where to put the materials and quest items that were dropping from those zones before. Zones Skills Passive/Active. In the older files, to have region buffs like for example the buff in Varka/Ketra, the system was made in a non optimal way, again due to technical limitations on the client. It was basically from time to time checking if a player is in specific zone and it would give specific passive skill for some time, and keep rechecking it. In the new client we have a tool to expand on this system to make it work better and lighter, and even give buffs, active skills or passive skills to characters in specific locations. OLD SYSTEM: - Gives passive - If give buff instead, you can leave the zone and buff wil stay. NEW SYSTEM: - Gives passive - Gives active - Can give buff because it properly checks and if player leaves zone it removes this specific buffs and skills from this specific zone. Premium account. All chars on account will get Passive skill for a PA duration which lets us change Premium account bonuses easier and for example have Double PA bonus for weekends. Karma multiplier. Something that shocked us a bit was HOW HARD it was to clean karma by monster killing on these new files when you have a low rate server, and remove all the extra bonuses and extra fluff. For this reason we are creating our own system where we can easily specify and add or remove multipliers to allow us to have a better control on how hard or easy it is to clear karma per monster/exp value. Olympiad Server - This is a big one. With the new client there was created a system where Olympiad matches happen in a separated physical server, so if sh1t hits the fan on the game server when you fighting in the Olympiads, you should be safe. More important then that, this new created system gives us an option to give skills per class and different scripts. What this means is, we now have the set of tools, to try to bring a bit more balance in Olympiad without messing stuff outside in open world. As and example, lets use overlord. One of problems people complain about overlords in olympiad is the land rate of most of their seals. Because most of the seals are a AOE effect that can impact heavily on a mass PVP, by default they have lower land rate then a normal single target debuff. If we increase these chances for overlords to have more impact from their seals in olympiad, we would be drastically increasing their power and efficiency in a mass pvp situation. With this new system we can have the overlord seals being adjusted for olympiads in order to be better, without affecting its power outside of olympiads. Dimentional Merchant. This is basically a HTML you can reach from anywhere in the world on your char, and has a lot of options like blacksmiths and other traders etc... We scrapped that. We gonna be using this tool mostly as a Activate Premium Account button, or some events options. Catacombs. New files have multiple catacombs open, but we not sure if we like this. Theres a chance that at some point we might have to open 2 of them if we follow original Lilith and Anakim path, but we are not sure how we feel about having multiple catacombs around the world, we will most likely go with them closed and then work it out from feedback. Class Quests. Maybe a hot take?. This is a funny topic. I think from all the things that people ever asked us to add for COL on Nostalgia, the most common was the marks for the class quests. I am not sure if there is someone who to this day still enjoys spending multiple hours going from npc to npc, killing 12 mobs here, 15 mobs there to go back from npc to npc while burning all their adena in teleports, to get to the end and get like yes nice, your class now is called in a different way from before, go back to play. Personally I cannot make this decision by myself because I like game structure and I like lore, but at the same time, if I put on a scale in one side the love for lore and game structure and on the other the annoyance and time waste of these class quests, im not sure what would come ahead. On another side, when you start late, you trying to catch up and you remember you need to spend your next day just doing the quests might not be the most interesting feeling in the world. Putting this all together, the cries from the past about how these quests were boring and take too long, Some of these quests are not balanced because one class needs to talk to 3 npcs while others have to get 50 items from a lizard that doesn't drop it all the time, some of this quests requires a specific quest monster that everyone tries to steal from each other and if you are unlucky "cya nerd, keep camping it", and how much people requested us to add the marks for donation before we added them... Class quests have been drastically changed. 1st and 2nd class quests no longer exist. you get to the level and you can chose your option. 3rd class quest has been heavily nerfed into the 700 monster killing part only. We understand most of our community wants a "hardcore" experience, but we do not believe this extra day of gameplay moving around the world talking to NPCs and stones and trees and rabbits, burning tons of adena in teleports is fun for most of you or particularly interesting. Enchanting Pity System. Are you the guy who tried to enchant your weapon 800 times and never went past +5 and kept losing it all including your mind? Well, you will still gonna be that guy, prolly... But now when you fail your enchants you get some Enhancement Stones, you can use a certain amount of these stones to trade for Enchantment scrolls in Giran, so you can go and keep failing more. New Clan Halls. Outside of Gludio and Dion you will now find a new neighbourhood with new Clan Halls to buy. Item announcement. There is a announcement when some special items drops from monsters/bosses and when some enchants reach certain level on enchanting. Group Toggle Skills. One of the ideas we had for a newbie catch up mechanics, was to have the weapons for newbies to have some sort of rune bonus, so they could have some more power going up. But in here we got into some issues, one of them was, what runes to put on what weapons? Even if we would just make all the weapons with al the runes available, player could still pick wrong, or not realise something else was better for him and not be able to trade later and be stuck with underpowered options etc. So, we came up with an idea that was something in the lines of, What if, we could have this rune skills as toggles in the weapons, so the newbie could not only have the chance to try and see what would work better as it could use different ones depending on the situation in front of them, for example, if questing could toggle speed to run faster from npc to npc, while fighting toggle on dps rune, need to rest toggle on some mana regen or hp regen rune. Something that would work like this. Once again we reached the limitations of the old client and were not able to do something like that and the system was allowing the selection of ALL the options instead of selecting only the ONE toggled option. In the new client that idea can come to reality, we can now create this Group Toggle where only one of the options can be selected at the time. and can be a big tool not only in this example of the newbies, but also in other future development ideas.
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The global ranking system in Lineage 2 Classic is a server-wide feature designed to track and display the progression and activity of both players and clans. It serves as a public leaderboard that reflects how characters perform over time based on their in-game achievements rather than direct competitive outcomes such as duels or matchmaking systems like Olympiad. This system is fundamentally based on accumulated statistics. It does not measure player skill through structured combat evaluation but instead reflects consistency, time investment, and overall activity within the game world. Because of this, the ranking system should be understood as a progression tracker rather than a competitive rating system. The ranking interface is accessible through the in-game UI. Once opened, it displays several categories that rank players according to different metrics. The most important of these categories is the level ranking. This ranking is determined by a character’s level and their total experience progress within that level. Characters with higher levels are always ranked above lower-level characters. When two players share the same level, their position is determined by their experience percentage. If both level and experience are identical, priority is given to the character who reached that state earlier. Another major category is the PvP ranking. This ranking is based entirely on the number of PvP kills a character has accumulated. Only legitimate PvP encounters are counted, meaning fights where both players are flagged for combat. To be included in the ranking system, characters must meet certain requirements. Typically, a minimum level must be reached, and the character must have completed the appropriate class transfer. These requirements are in place to prevent low-level or inactive characters from populating the rankings and to ensure that only actively progressing players are displayed. Ranking updates are handled server-side and are not always instantaneous. While the system tracks changes continuously, the user interface is updated at set intervals, which can range from a few minutes to longer periods depending on server configuration. Players can view their current position along with nearby ranks, allowing them to track their progression relative to others. In addition to displaying rankings, the system may provide rewards or bonuses to top-ranked players. These rewards can include temporary stat boosts, visual indicators such as name effects or titles, and in some cases unique interactions within the game world. In addition, different races have different little extra bonuses when they are top of their race, going from small combat power buffs like increase p attack on elves to utility buffs like bonus enchant chance on dwarves. NOTE: These stats/values are place holders for example proposes and might be changed. The players with Server Ranking Benefit effect will also have a skill where they can place a "flag" to give a buff to everyone else in the server who comes near it. Must be placed in a city. When Ranker's Authority is summoned there is a announcement, and other players can see its location on their interface. There is also a Olympiad Tab where similar informations can be seen, related to olympiad standings. It is important to understand the limitations of this system. Since it is entirely based on accumulated statistics, it does not account for player skill, fairness of encounters, or the quality of gameplay. Players who spend more time in the game will naturally rank higher, and certain categories, particularly PvP ranking, can be influenced by repetitive or artificial behavior. The purpose of the global ranking system is to create a sense of competition and visibility across the server. It highlights the most active and progressed players, establishes a social hierarchy, and encourages ongoing participation. However, it should not be interpreted as a balanced competitive system. Instead, it functions as a reflection of player activity and long-term dedication within the game. In summary, the global ranking system in Lineage 2 Classic is a straightforward leaderboard that tracks level progression, PvP activity, PK behavior, and clan development. It rewards persistence and time investment while providing players with a visible measure of their standing within the server community. STAY TUNED FOR MORE INFOS!
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With the new files comes a new way of looking to the clan system itself and how it works. Most of the clan functions we made it to be the same as players already know and added some extras to it. Main change and the most noticeable is the new clan window interface giving more information in a clear way than the older interface. Besides the interface upgrade the main change comes down to clan levels and how to level it. CLAN LEVELING Leveling up a clan no longer depends in clan leader SP and the amount of proof of blood you can farm or buy. When opening clan window players will now see a CLAN EXP BAR. This bar represents the clan experience, when bar is on 100%, clan can level up to a next level. Clans can earn clan EXP while their members are doing activities like hunting monsters, killing bosses, specific achievements/daily missions, etc. This also means that having active members in the clan will be way more important than it was so far. It also means that having alt clans might become more problematic as one cant simply just go town buy all proof of blood in the market/farm proof of blood for some weeks and have a max level clan. For this reason we are considering increasing the number of slots in a clan, so clan leaders have an easier time managing the clan members and keeping everyone in high level clans with clan skills, this would also give acess to CHs and castles to more players in general. Clans will have 10 levels, and with higher levels you unlock more clan skills, more clan slots and the usual extra clan functions like being able to reg for sieges and so on. Some more PVP oriented new clan skills were added to be learned by clans, such as No Clan Return and No Clan Resurrection. These skills can be used strategically in order to prevent certain enemies from using abilities like Party Return and Mass Resurrection for a short period of time. CLAN ARENA in the old monster derby track players will be able to find the CLAN ARENA. - Players can enter the Clan Arena via NPC Senior Appraiser Leo in MDT. - To enter the Clan Arena you need to be a leader of a command channel of maximum 40 people (might increase if we decide to increase clan sizes) where every player is a clan member. - Clans have 30 minutes to defeat as much as they can up to max of 4 bosses per week. - Clans can make the decision to use the device inside to extend time in exchange for adena payment. This time is random from 1 to 3 minutes normally and in rare ocasions up to 5 minutes. This can be used max 5 times. - Clans can progress up to 4 levels per week in the Clan Arena. - Progress in the Clan Arena do not reset weekly, its saved. - There is no EXP death penaly in the Clan Arena. - There are a total of 35 levels in the Clan Arena - 35 diferent levels with the next one being higher level and stronger than the one before. First Boss is level 62. - Inside the arena CC leaders will have an option to fight the previous boss defeated. This exist for the propose of maintaining the possibility of completing the weekly clan quest even if the clan can not defeat the new level. As for example, clan clutch level 22 but level 23 is too high level or too strong, CC leader can push it down to repeat the level 22 to complete the quest and then use the remaining time to try to progress on the next Boss. - By progressing in the Clan Arena, clans will also unlock a new clan buff increasing acording to the progress in the Clan Arena to boost HP/MP/CP Regen, XP/SP gain and PVE damage defenses. COLLECTING REWARDS - After each boss is dead chests will appear, players need to intereact with the chest to collect their rewards. - Each player can only receive reward from the chest once per level. - Player needs to be 40+ to intereact with the chest. - Chests will stay for one minute, for this 1 minute the total remaining time for the arena is stopped, when 1 minute has passed, remaining chests will disapear and time will continue ticking down. - This reward can contain different type of items according to the level of the clan in the Clan Arena, going from crystals for clan skills, exp scrolls, runes, daily coins on lower levels, up to especial buff scrolls, Life Stones and a small chance for full gear items on higher levels. - Players will have a chance to receive a Valor Box, it will come with announcement "Player XXXX got the things". inside this box players can find extra rewards such as enchant scrolls, Cloth Piece, Gems, etc. This is a weekly clan activity aimed at increasing the desire for clan play and clan grouping. This is an "open" event, as in, while one clan is in the arena battling their enemies, the rest of the players can stay and watch and maybe cheer them up... The clans... Or the Bosses... The full list for thiese item rewards is still undecided and if they should or not be only acessible through this system, as we want players to play with their clan and do the activities, but we dont want it to be an unbalancing feature against clans with less or weaker people who cant progress as far and as fast on this adventure, leaving them behind, while at the same time we want players who play with their clan and do the activities to be rewarded, so we will figure a way to fit this vision. STAY TUNED FOR MORE INFOS ON NEW STUFF!
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This one is nothing big to write home about but its still something worth mentioning as a good example of the type of limitations we have to work with on the current files, and one of the big parts where the new files free us up for improvements. An attendance system is now something completely normal in most of the online games, where you are rewarded for your login consistency. Its something we wanted to add to our older client even before Dion server came up, but once again, due to client limitations, there was no correct way to do it clean and simple. On these new files we managed to recreate it properly not only in a clean, precise and functional way, but also in a way that we can easly plug and play changes as we see fit, as for example, if we have an event going on, we can easly change items you get from there to something more event related, and then change it back to normal items when event is over, or even simply change the items if we want to give something extra. ATTENDANCE SYSTEM Uppon logging in the game, players will have prompted to them this window. NOTE: Items in the image might not represent what will be in the game, as they are moslty place holders for example proposes. To put it simple. you log in, 30 minutes after you are elegible to redeem your reward of today, and by redeeming your reward of today you will be elegible to be able to get your reward tomorrow, and getting your reward tomorrow will make you elegible to redeem reward next day etc etc etc. Rewards in this system will be small and nothing super relevant, we want the the players who are able to stay consistent to be rewarded for it, but we totally do not want players who cant do it for some reason to feel like they lost something important or feel like they are forced to log in even if they dont feel like just to get this 1 thing. For this same reason, it was made in a way that the progress does not reset if you dont redeem your reward, its saves it on the same stage until you can get it and then continue the progress from there. You can also access this menu from the General Menu button. Nothing big, nothing game changing, items on the list will depend on server states and conditions in order to not be anything broken, and keep being updated from time to time to keep it interesting and appealing. STAY TUNED FOR MORE!
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CASTLE SIEGES By default, these new files bring some alterations to castle sieges and clan wars, most of them we did not agree with and therefore changes were made to keep the sieges in the more traditional way as we know them. To start with, these new files adopted the more modern way of 2 castle sieges only (in this case being giran and godard). We did not find that interesting as we prefer the traditional 5 castle siege where there is more room to outmaneuver and outplay and more dynamic movements during the sieges than just having everyone rushing brainlessly into the same place. At the same time, by having the traditional 5 castles, it opens room for more alliances to have access to castle and its features. This system had also implemented something that we found even worst, the castle teleportations where players could literally be in the castle in one click using the castle siege interface and selecting the option to teleport to the castle surroundings or to a outpost nearby. This also has been removed, players will have to regroup and move to castle sieges in their traditional way. SO WHAT CHANGED? The Interface has been updated to provide more info in a clearer and more modern way. Registration for the sieges can now be done during 2 hours before the siege starts instead of having to be done in advance during registration period. When registration period starts this button will be available for clan leaders to register for the desired castle siege. Further information about clans registered and castles sieges preparation can be found in this menu Application is the option you use to participate as attacker or defender. Watch match is the option you can press to be sent to the crystal to watch sieges as before. The last 2 options are what is new when it comes to the game itself. Clan leader will now have the option to "hire help". Clan leader of a clan participating on a siege, can put out a recruit contract to hire mercenaries to help them on the battle with promise of payment. This will allow players who are not in the big clans or any clan at all, but are still interested on having some fun, to be able to join, and if their side comes out victorious, get some adena out of it. This adena is being taken automatically from the tax amount remaining in the castle at time of siege end. The mercenaries during the siege will count as normal enemy/friend, attacker/defender (depending on the side) as any other player in a clan registered for the siege. The mercenaries to be eligible to receive payment have to actually participate in the siege, kill members of opposite side, deal damage, etc and not just enter siege zone and go afk for 2 hours. The mercenary will only receive payment if their side comes out victorious. There are some limitations to becomes a mercenary, such as minimum char level, war status of clans (EX if a player is member of a clan that is at war with recruiting clan, he/she cannot apply as merc for this side) During the siege the mercenary name is changed to a number and their chats are blocked. TLDR: You can recruit someone for a siege that doesnt need to have a clan slot to be "a member" for the siege xD CLAN WARS When we started investigating the clan wars systems added in the more recent patches we found a lot of stuff that i can only qualify as weird, especially the part where you would still get PK if you killed a member of a clan you had 2sided war with oO? Well, we did not liked how they changed it so we rebuilt the old system as it was. We also get access to a new interface window for the clan. But more on this later (wink). STAY TUNED FOR MORE NEWS AND INSIDE INFOS ON NEW SYSTEMS AND SYSTEM CHANGES FOR THIS NEW CHAPTER OF CLASSIC CLUB.
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Classic Club Dion x3 2.4.0 Heine - Patch Notes. + TI changes
San0 replied to San0's topic in Announcements
DION: Added new levels for Summon Imperial Phoenix at Phoenix Knight level 78 and 82. -
This topic will cover the changes coming to DION x3 server in the next patch. Aswell as some extra changes coming for Talking Island (check the end for TI info) NEW TOWN SKILLS HUNTING ZONES BOSSES ITEMS OTHER CHANGES TALKING ISLAND CHANGES NEW TOWN HEINE Explorers found a whole new town that has been now added to our world map. Enjoy the beauty and eccentric architecture that comes to the game with town of Heine. NOTE: Innadril castle will not be available for siege as the other castles, it will be used later for other type of content. SKILLS Some new skills have been added in order to keep char more mobile, in some cases evasive as for archers and mages, while on other cases more offensive to provide a better means of engagement as is the case for the warriors, and for the tanks to make them a more active play style and boosting their protective tool for the group. NEW SKILLS The following new skills have been added to the game. Destroyer/Titan and Bounty Hunter/Fortune Seeker Warlord/Dreadnought and Warsmith/Maestro All archer classes All elemental mage classes Cardinal All tank classes Elven elder, shilien elder, bishop, prophet All dagger classes OLD SKILLS With time passing and char levels increasing, we realized over time some skills and specially debuffs have been slacking back in terms of efficiency due to their level, there for new levels were added for the majority of debuffs to most of chars upon reaching level 82. Please let us know if you find more skills missing this levels update and we will take a look at it. The following skills have been added a new level in order to keep them still useable at higher levels Warcryer: - Hammer crush Overlord: - Hammer crush - Seal of winter - Seal of slow Archers: - Death sting Elven elder: - Can now learn Dryad root Bishop: - Can now learn Drayd root SKILL CHANGES Dryad root changed to not only root the target but also have a small HP and MP DoT effect. Angelic archon HP recovery penalty swaped from 40% 50% 60% to 40% 30% 20%. Shield Bash mana cost increased, cooldown increased, cast time increased and damaged decreased in order to keep this skill in check and more on par with shield strike. Song of water new level and effect changed to give MAX MP and MP Recovery. Song of invocation new level and effect changed to give p crti and m crit resist. Dance of protection new level and effect changed to give resistance to reflect damage. HUNTING ZONES LILITH AND ANAKIM FIELDS For ages, there has been a war raging in silence, deep inside the undergrounds of this world. Legions of evil and destruction battleing against armies of extreme righteousness. With time, the numbers of followers of this 2 armies became too big to keep hiding in the shadow of the catacombs and necropolis, and the war went rampant, transpiring to the outside. to our world. Near Heine, this 2 armies are in constant battle, not for pride or gain or territory, but for complete destruction and elimination of the opposite side. As both sides are filled with fanatics and believers on their own cause, there is no telling what will happen as soon as one of the sides wins and finds them selves without a enemy to fight against, but it all points to war and fanatic blind beliefs being all they know, there for they would continue go rampant over the closest army they would find... most likely... us... Its up to you to keep this new enemy in check, and keep weakening them as much as possible, and who knows, maybe someday even defeat them for good, or find a way to stop this madness. Weaken the Armies of Lilith and the Armies of Anakim, gain access to their secret fortress, defeat their defense systems, be ready to face their commanders, and if you manage to survive all of this, you will find yourself in position to challenge LILITH or ANAKIM themselves. - Monsters in this fields will be lvl 81+ - This is a group zone - Zone is divided in 2 parts, up north is Fields of Lilith where the Army of Lilith dwells. Down south you can find Fields of Anakim where the Army of Anakim is situated. - You can teleport to this zones using the Gatekeeper in Heine - Monsters on this fields have a big variety of drops, passing it by A grade armors, parts, recs. Gems A. basic materials. etc LILITH FORTRESS AND ANAKIM FORTRESS When fighting against the Armies of Lilith or the Armies of Anakim, and when enough monsters of this armies have been killed, players will weaken their defenses and gain access to their fortresses respectively (if enough members of Lilith's army is killed - get access to Lilith's fortress, while if enough member of Anakim's army is killed - get access to Anakim's fortress) *This is working on a fix amount of monsters, there is no timers, no cooldowns and no chances. Its a simple system of kill X monsters - event starts. Number of total monsters needed will not be revealed to prevent players from controlling "when" to start the event.* The fortresses Upon weakening their armies and finding their fortresses you will notice they are well defended not only by some sort of constructed magic creatures guards, but also by a crystal seal system that is connected to this guards, the bosses, the fortress, and even Anakim and Lilith themselves. The guards Magic creatures and construction hand picked by the Lilith's and Anakim's Army commanders. Archer types, mage types, warriors types... and they are here with one missions only. Protect the fortress at all costs and thats what they will try to do. The commanders Tougher and stronger monsters who control the armies and play a main role on this fortress defense as their life is directly connected to the life of the magic seals controlling all the defenses. There are 3 of them. Noctum Rakzan Bamonti The crystal seals This magic crystals are what is controlling and empowering all the defense system in this fortress. It has been said that if this 7 seals are broken, the whole defense system will be rendered useless and the bosses will be exposed. - Monsters in the fortress are aggressive - Monsters in the fort can deal some high damage at times due to their high skill power in some cases or high crit chance in other cases. - Monsters in this forts are lvl 82, with the commanders being lvl 82. - Monsters respawn time is 15 minutes. - Each fortress has 3 Commanders. - Commanders do not respawn after killed - In order to release the Immunity protection on the seals you must slay the 3 commanders. - Each of the seals provides a different buff to the boss (haste, accumen, empower etc) and as so its advised you kill all seals. - After all seals are down, monsters will stop respawning. - After all seals are down the bosses will be on their weaker stages without any of the extra buffs provided by the seals. - Fortresses are a PVP zone while event is happening. BOSSES LILITH AND ANAKIM Lilith and Anakim rule their armies from the safety of their fortress and are only accessible if their army are weaken enough. Mission is simple, weaken their army, gain access to fortress, defeat fortress defense systems and you get to find either Lilith or Anakim depending on what you are attacking - Anakim and Lilith will be lvl 82 - This bosses will drop similar drop list as from epics, A grade gear, cloth pieces, runes, etc. - This bosses will drop a special rune Rune of Lilith or Rune of Anakim. ITEMS NEW ITEMS Lilith and Anakim runes 2 new special runes have been added to the game. - This is a special rune and can be added to weapon in addition to your normal rune - This runes only drop from their respective bosses of same name - This runes compound system does not reset it to level one upon failing, instead it keeps the level it is. - This runes can be inserted and extracted from your weapon using the same system as the old runes. - This are not the same version of runes we had before on TI server and have been changed in order to still keep it a good and desired item, but not as strong as it turned out to be. LILITH RUNE Healing received bonus 1% / 2% / 3% / 4% / 5% / 5% / 7% / 9% / 12% / 15% P atack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores HP on hit 0 / 0 / 0 / 0 / 0 / 100 / 200 / 300 / 400 / 500 ANAKIM RUNE Mana recharge bonus 5 / 10 / 15 / 20 / 25 / 35 / 45 / 55 / 70 / 90 M attack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores MP on hit 0 / 0 / 0 / 0 / 0 / 75 / 150 / 225 / 300 / 375 We did not changed the 2 first parts of the skill with healing, recharge and mattack/pattack bonuses. tho we were not completely happy with how the later part of the rune was working, and was turning the rune into a super strong item specialy in certain classes. We studied the situation and figure out that in future at some point NCsoft was also not happy with it and they added a 1 minute ICD for the vamp parts of the rune, we liked the idea but we think 1 minutes is too long of a CD and as so for the time being and still possible to be changed if we see it necessary, this last part of the runes gonna be working in a 20 sec ICD. What this means is, the HP/MP recovery part, cannot happen more then once per 20 seconds, this not only brings the rune from a completely OP item, to a good item, and it also adds fairness between classes using them. The values for the highest level were also nerfed. Herald of Knoledge Heral of Knowledge system is coming to dion also in order to ease the early levels in case of new comers or even older players wanting to start a new character. This system will allow players to obtain some leveling gear (up to C grade) by doing achievment missions, daily missions and weakly missions that have as reward Herald of Knowledge Coins and can then use this coins to trade with the Herald of Knowledge for some armors, jewels, weapons or misc items. This items are not tradable and their empowerment options are limited, in a way they do not replace the real items, but can be used for players to have a easier life until they farmed enough for the real item. OTHER CHANGES - https://l2db.club/ will be updated to the new patch by time of patch launch. EXP passive 50% extended from level 80 to level 82. After much contemplation and analises we choose not to increase level cap on this patch in order to not keep increasing the level gap between active pvp sides and for the sake of fair play and healthy competition. We will be analyzing this situation and whenever we think its the right time, level cap will be increased. Changes to Epic Fragments. Now bosses cannot drop both jewel and fragments but fragments can drop 1 - 2 instead of just 1. This way we can ensure that players always get either a epic jewel or 1 - 2 frags in all kills. TALKING ISLAND CHANGES Lilith and Anakim runes changes. LILITH RUNE Healing received bonus 1% / 2% / 3% / 4% / 5% / 5% / 7% / 9% / 12% / 15% P atack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores HP on hit 0 / 0 / 0 / 0 / 0 / 100 / 200 / 300 / 400 / 500 ANAKIM RUNE Mana recharge bonus 5 / 10 / 15 / 20 / 25 / 35 / 45 / 55 / 70 / 90 M attack bonus 1% / 1% / 1% / 2% / 2% / 2% / 5% / 8% / 11% / 15% Restores MP on hit 0 / 0 / 0 / 0 / 0 / 75 / 150 / 225 / 300 / 375 We did not changed the 2 first parts of the skill with healing, recharge and mattack/pattack bonuses. tho we were not completely happy with how the later part of the rune was working, and was turning the rune into a super strong item specialy in certain classes. We studied the situation and figure out that in future at some point NCsoft was also not happy with it and they added a 1 minute ICD for the vamp parts of the rune, we liked the idea but we think 1 minutes is too long of a CD and as so for the time being and still possible to be changed if we see it necessary, this last part of the runes gonna be working in a 20 sec ICD. What this means is, the HP/MP recovery on hit part, cannot happen more then once per 20 seconds, this not only brings the rune from a completely OP item, to a good item, and it also adds fairness between classes using them. The values for the highest level were also nerfed. OLD SKILLS With time passing and char levels increasing, we realized over time some skills and specially debuffs have been slacking back in terms of efficiency due to their level, there for new levels were added for some skills. Please let us know if you find more skills missing this levels update and we will take a look at it. The following skills have been added a new level in order to keep them still useable at higher levels Warcryer: - Hammer crush Overlord: - Hammer crush - Seal of winter - Seal of slow Archers: - Death sting Elven elder: - Can now learn Dryad root Bishop: - Can now learn Drayd root SKILL CHANGES Dryad root changed to not only root the target but also have a small HP and MP DoT effect. Angelic archon HP recovery penalty swaped from 40% 50% 60% to 40% 30% 20%. Shield Bash mana cost increased, cooldown increased, cast time increased and damaged decreased in order to keep this skill in check and more on par with shield strike. Intervene damage reduction reduced from 50% to 25%. NEW SKILLS Elven elder, shilien elder, bishop, prophet All dagger classes
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A-grade weapon crafting makes no sense in the current Classic setup
San0 replied to deathangel's topic in Suggestions
you are talking about the top weapons in the game atm, it should not be a fast item to aquire, yes you can get them by drop from boss and buy in town but you are dependent on what there is in market or the luck of the draw in the boss drop, this is when crafting comes into play cuz you can choose what item you work for. there are various places where gems A drops on various levels and it isnt only varka or ketra. so if people needs gems A they have various options to farm them, if they choose not to farm, there is the reason why prices do not go down, its becuz theres the few same people who are the ones farming it meaning they can make wtv price they want for it. -
no changes for TI server on this patch.
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This topic will cover the changes coming to DION x3 server in next monday - 21.04.2025 1 - HUNTING ZONES 2 - ITEMS 3 - NEW EPIC BOSS - ANTHARAS 4 - OTHER CHANGES 5 - NEW FEATURE - EPIC SLAYERS BANNERS HUNTING ZONES The Hunters guild recovered from one of their expeditions to some ancient temple's library some scrolls mentioning 2 ancient tribes that have been at war since the beginning of their existence. The Ketra orcs and the Varka silenos. Scrolls talk about a mysterious island, with some especial power and some unique relics hidden within. They talk about how this tribes have battled each other for ages in order to gain control over that island, not only for the chance of finding this relics, but due to the strategic position of the island being it was a completely isolated place from the rest of the world and hard for someone to attack it so it would be a very safe outpost for any tribe at war. Reading this, the hunters guild immediately decided they wanted to study this island and this tribes, not only to know what war secrets and combat tactics this tribes might have (being them a warrior tribe for so long sure they would have something you could learn from), but also they were very curious about this relics the scrolls talked about, with some passages of the text mentioning "ancient weapons of great power". They formed a expedition led by Master Hunter Helena, a very young but very skillful hunter in the guild. When the expedition arrived to this mysterious island, they figured out something was not as much as the scrolls described. Upon landing on the island they right away start feeling a wicked feeling of intimidation, like something was living there that they have never seen before, or even heard about it before, and its power was so huge that they could feel it in the air around them... This island definitely had some wicked power about it. When they ventured in the island they quickly realized the stories from the scrolls were no longer real. You could indeed find some ruins and reminiscences of what once might have been a Varka outpost, and not further ahead what was left of a Ketra village, but this tribes no longer live in here. Houses still standing, you can still see their flags up on the poles, there is still weapons and armors and daily utensils laying around, but no sign of any living creature that once belonged to this tribes... Not even any bodies... Shocked by what they found on their first day of expedition and with the fall of dusk, the expedition decides to go back to the beach and set camp for the night. There is more to investigate tomorrow. As the night sets, weird noises can be heard from inside of the island, sometimes heavy stomping, sometimes loud roars, and sometimes just a so strong silence that could make their souls chill. Helena wakes up next morning just to find she is the only one left in the encampment. All the gear from all members is still around, all their equipment, cloths, tools, everything still there, except the members of the team themselves. Left alone in this new mysterious world, young Helena made this her home and decided she would figure out all about this island, being it what now seems to be faulty information from the ancient scrolls, or something else that is going on in that Forgotten Island. RELEVANT ZONE INFO - Recommended levels: 79+. - Characters under level 76 are not allowed in this territory and will automatically be teleported out of the island. - When escapes are used on the island character will be teleported to Aden. Outside zone recommended group: Solo / small group. Inside zone recommended group: Full group. - Monsters on the island are mostly all social and will help each other. - Monsters on the island are mostly aggressive. Pterosaurs patrol the inside part of the island and are slightly stronger then the rest of the monsters and use a set of different debuffs that can go from simple bleeds to stronger debuffs like paralyze. Tyrannosauros can spawn ANYWHERE in the full island, they are much stronger then the rest of the monsters and its advised to not take on them alone. Sailren is the boss of the island, he lives in a hidden cave and will come out only to feed, or to fight whoever is crazy enough to challenge him. Helena is your friendly NPC in the island. You can talk with her to buy normal grocery items, especial items or to challenge Sailren. ITEMS Together with Frogotten Island territory, a new array of weapons A grade will be available. - This weapons can only be obtained in the Forgotten Island. - Different recipes and parts can be spoiled in the different monsters both on solo and group area. - Pterasaur can give by spoil any recipe or part. - Tyrannossaurus can give by spoil or drop any recipe or part. - Sailren has a small chance of droping the full item. - Create Item level 8 is required to be able to craft this items. Sirra Blade Naga Storm Cabrio's Hand Behemoth Tuning Fork Sobekk's Hurricane Themi's Tongue Shyeed's Bow Barakiel's Axe Daimon Crystal Sword of Ipos Tiphon's Spear PRIMEVAL TALISMAN Helena will have available a new talisman that can be improved into a better one using some items that can be farmed in the island together with the normal items required to make a talisman. NAME EFFECT REQUIRED Primeval Talisman - Scout pdef 19, mdef 16, poison bleed resist/attack 5% stun attack 5% MEN+1 40x Elemental Stone 10x Talisman Crystal CANNOT TRADE/DROP 100x Primeval Bones Primeval Talisman - Searcher pdef 31 mdef 22 poison bleed root resist/attack 5% stun attack 5% skill reuse-1% MEN+1 CON+1 40x Elemntal Stone 20x Talisman Crystal 150x Primeval Bones 100x Dinosaur Tissue CANNOT TRADE/DROP 1x Primeval Talisman - Scout Primeval Talisman - Ranger pdef 42 mdef 30 poison bleed root resist/attack 5% mental resist 5% stun attack 5% skill reuse -1% mp consumption -1% MEN+1 CON+1 DEX+1 100x Elemental Stone 30x Talisman Crystal 200x Primeval Bones 100x Dinosaur Tissue 10x Carbonemys Shell CANNOT TRADE/DROP 1x Primeval Talisman - Searcher Primeval Talisman - Escort pdef 51 mdef 39 poison bleed root attack/resist 6% mental resist 6% stun attack 6% skill reuse -2% mp consumption -2% MEN+1 CON+1 DEX+1 WIT+1 100x Elemental Stone 40x Talisman Crystal 250x Primeval Bones 200x Dinosaur Tissue 50x Carbonemys Shell 10x Pterosaur Talon CANNOT TRADE/DROP 1x Primeval Talisman - Ranger Primeval Talisman - Commander pdef 62 mdef 49 poison bleed root resist/attack 8% mental resist 8% stun attack 8% skill reuse -2% mp consumption -2% skill power +1% MEN+1 CON+1 DEX+1 WIT+1 INT+1 200x Elemental Stone 50x Talisman Crystal 300x Primeval Bones 200x Dinosaur Tissue 50x Carbonemys Shell 15x Pterasaur Talon 5x Tyrannosaurus Fang CANNOT TRADE/DROP 1x Primeval Talisman - Escort Primeval Talisman - Leader pdef 73 mdef 63 poison bleed root resist/attack 10% mental resist 10% stun attack 10% skill reuse -3% mpsoncumption -3% skill power +2% MEN+1 CON+1 DEX+1 WIT+1 INT+1 STR+1 200x Elemental Stone 100x Talisman Crystal 500x Primeval Bones 200x Dinosaur tissue 50x Carbonemys Shell 15x Pterasaur Talon 5x Tyrannosaurus Fang 1x Sailren Claw Adena 50.000.000 CAN TRADE/DROP 1x Primeval Talisman - Commander System works similar way with tower of insolence talisman, you bring the items to Helena and you can try to upgrade your talisman to the next level, note that with exception of first and last level, upgrade can fail and leave you with the same talisman you had or in some cases even delevel it for the version before. NOTE: As of this moment Dion Sailren will not be dropping Forgotten Scrolls for the Rune skills. NEW EPIC BOSS - ANTHARAS Antharas the Land Dragon has arrived to the club to wreck havoc on everyone who dares to face it. To face Antharas you need to dwell inside of the deeps of her lair. Deep inside Lair of Anthars you will find the Heart of Warding. This is the seal keeping her locked inside of the nest and protecting us all from what would be the world if this evil beast would roam free. The bravest adventures can try to challenge her by using a Portal Stone on the Heart of Warding to be allowed to go inside of her nest. Up to a max of 200 players can port inside to face her at one time. Be advised this is a foe like you never faced before, a daughter of a goddess, a dragon creature born out of evil, hate and spite with only one propose in life, destroy all that exists in the world in the name of Shilen. Bound to be the hardest challenge adventurers have to face since their path started. During the fight Antharas uses a huge list of different type of skills, some of them are only debuffs like paralyze and fear or curses, while other are some devastating damaging strikes, some of them are usually telegraphed by some specific movement she does before using the skills, try to study it to get the hang on whats going on in other to avoid getting your raid force obliterated by some of her skills. At certain stages of raid Antharas will call for the help of her Behemoth Dragons, this counts as a boss itself and will, if survive for long enough, enrage like normal bosses. Make sure you have either someone to control this or you kill them as they spawn to avoid extra chaos. At random occasions Antharas will also spawn a zerg of little dragon bombers, this one will spawn, run from center of the room to the walls and explode when their path finishes, make sure you are no where around one of them by then to avoid massive damage. By defeating Antharas players can obtain a lot of high end items including a new epic jewel - Antharas Earring. NAME EFFECT Antharas Earring mdef 74 mp+9 bleed resist/attack + 5% stun resist/attack +5% Mental resist/attack +5% Healing power +6% MP consumption + 3% Vampiric rage +2% In order to enter Antharas nest player need to obtain a portal stone. this item will be consumed by the Hear of Warding to allow the player to move inside of the nest. Every player wanting to go inside has to have on inventory a Portal Stone. To obtain portal stone players must complete the quest "Audience with the land dragon" Quest "Audience with the land dragon" can be started after lvl 76 by talking with Gabrielle in Giran Town next to the CH auctioneers NPCs Antharas will spawn 20 minutes after the first player ports inside. If no one attacks Antharas for a long time She will go back to sleep and kick everyone out of the nest. Antharas respawn time will be 10days +12h of random window. A CC of at least 25 people is needed to enter antharas lair. As per usual on new added epic bosses ANTHARAS WILL BE DEAD ON THE UPDATE DAY AND START SPAWN WINDOW FROM THAT SAME TIME. NOTE: To better accommodate the community state in terms of player base and gear levels on Dion server this antharas is a heavily nerfed version of antharas, We will monitor it closely in order to understand if more nerfs or buffs are needed in close future. OTHER CHANGES We understand sometimes is very frustrating for players to spend a long time to set up and kill epic raid bosses and at the end come out empty on terms of loot, sometimes even for multiple kills in a row. In order to try to combat this feeling, not only we are increasing chance of drops for epic jewels to 50% for all epics, as we are also adding a new item to the game in order to make it less painful if that coin toss doesnt go your way. With this new items jewel fragments, even if the boss doesnt drop your epic jewel, you can work your way into one. - Epic Jewell Fragment added to all epics and epic priests. - Epic Bosses have 100% chance to drop this fragments. - Epic Bosses Priests have a smaller chance of dropping this fragments. - Players can save this fragments and after a certain amount trade them on NPC Baggins for a respective epic jewel of the fragments they have. - Number of fragments required to exchange for a jewel are based on their spawn times, difficulty and power and goes as: Queen Ant - 6 Core - 6 Orfen - 6 Zaken - 4 Baium - 4 Antharas - 3 - Zaken HP/PDEF/MDEF reduced by 20%. - Zaken lvl 3 is now available on NPC Baggins. - Some adjustments were made to drop lists of Queen Ant, Core and Orfen in order to better match their higher level status (instead of lvl 40/50), so it can drop B grade items in a more constant and reliable way. Besides this groups changes, some new items were added to this bosses drop table in separated groups in order to make it more rewarding for the players who decide to hunt them. The new items added are: Life Stones (normal, mid and high) Enchant Armor A grade Enchant Weapon A grade Gemstone A grade Cloth Piece Greater Dye +4-4 (all types) Spellbook Box - 3rd Class Transfer NEW FEATURE - EPIC SLAYERS BANNERS After the slaying of a epic boss, an announcement will happen and a banner will now appear in Giran for a limited time that players can talk to and receive a buff. Banners will appear in center of Giran town. - QA/Core/Orfen banners gives lvl 1 buff: +30% EXP/SP, +1 to all Stats. - Baium/Zaken banners gives lvl 2 buff: +30% EXP/SP, +2 STR/INT, +1 DEX/WIT/MEN/CON. - Antharas banner gives lvl 3 buff: +30% EXP/SP, +2 STR/INT/DEX/WIT, +1 MEN/CON. - This buff last one hour and stays after death.
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I think you all missed the point of having a new client and all got so instantly consumed by hating something you didnt even understand that anything else stopped mattering to you. Let me see if i can find a way to explain without hurting anyones feelings why having new and more recent clients and files is good and why nothing of you you cried about is any relevant cuz we can pick and choose what to or not to use from it. 1 - Do you all like events? Do you all want to have new fun and different events? well, do you know there's only so much you can do with a small box of legos and then you get a new bigger box of legos and suddenly you can do so much more cooler stuff then you could with the box before only? The bigger box of legos is the new client. atm making new events for us is super limiting being by amount of animations we have at our disposel, amount of items, amount of icons, amount of NPCs, what always ends up on events having to be recycled not only on client side with icons and npcs but also on server side were we need to keep taking old items to change to new items, this is a type of freedom we get with a more recent client becuz it gives more tools to us. 2 - Personal machine performance, Due to being a newer protocols of the game in some cases keeping up with recent clients and files help increasing not only your personal machine performance while playing but also the servers performance it self. 3 - Content options. For me as this is most of what i do this is the most important part. For almost 3 years i have been trying to figure out a way we could some how with our current clients implement the elemental spirits feature cuz its something that is part of old L2 with elements etc and its a nice late game boost on stuff to grind and farm in game, and for almost 3 years i have come out empty on this part, guess what? a simple client change solves that issue and this is one example out of many things when it comes to this department. list could go on but i think i proved my point, also the fact you guys look at this and say oh but this is essence CLIENT is not classic CLIENT, here is a crazy thing that you might not know there is no such thing as classic clients, every single version of classic lineage was created using clients from other version like for example the biggening of classic in godess of destruction clients. its only different protocols or versions of this same clients. A client is nothing else then a bag of tools you get to use however you see fit, i know its a rare notion and not very common to have private servers that can take the client and do wtv they want with it, but thats how they were made to be worked with, the reason people get acostumed to put names to visual things is cuz in most of the cases and servers if you have h5 client, you gonna be playing h5, if you have antharas client you gonna be playing wtv version of classic they want to run till antharas. For us this isnt the case cuz we can manipulate it however we want, we could even get this new files and make a server running from classic 1.0 looking like classic 1.0 for you, just on our side we would have way much more options to make new stuff and create new stuff that we wouldnt have chance to do if we would use the client its was used when classic 1.0 was made. To sum it up. Clients are a BOX OF LEGOS, smaller older box you build a house maybe if you dont loose some pieces meanwhile, get a NEW BIGGER BETTER BOX OF LEGOS and you can still build that same house as with the small old box BUT, if you chose to, you can now build a bigger more complex house. Client/files - Box of legos. Server version - wtv we chose to put together with those legos for you to have in game. in our hands they are not directly related, similar way you had TI starting on a older version of god client and then it got updated like 3 or 4 times and when dion started it used this latest version already, was still the same old game style and world and map and classes and items, it was just running in a newer more complete client.
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This topic will cover the changes coming to our servers in the next patch. Patch in general is ready to go but there is still some things we want to test and tweak, and for this reason we wont be going live with it right away, We will drop everything on test server, we will give you the chance to mess around while we will also be running more testing in some of the things, and this together with holyday season coming and people spending more time with family and some even have to travel etc we will be sending the patch live right after the holydays. Together with the work going on in TI and DION we have also been working on something extra on the background, more info can be found here https://l2classic.club/forum/topic/105481-behind-the-scene-reveal/ Castles Skills Zones Clans Items Other changes Castles With this new patch we are introducing a new features accessible by members of clans who own a castle, Castle Prison. The bad boys of the region have been apprehended over time and kept in a special shadow prison, players who are part of a clan that owns a castle will now be able to form a group to challenge this monsters. - There are 10 different bosses that can be found in this dungeon. - Every run players will be able to fight 3 of these monsters. - Bosses that spawn are random. - Players need to be part of a full group to be able to enter this dungeon. - Players need Prison Access Certificate on all chars to enter Prison. Certificates can be bought from Castle trader. - Bosses in this dungeon will drop A grade gear, Cloth Pieces, Gemstones A and Life Stones for DION. - For TI Bosses will drop the same drops as on DION but with inclusion of a small chance for S grade items and S grade Gemstones. - These Bosses also have a chance of droping 2 new items. Bracelet of Duty Fragment, and Bracelet of Duty of new level, this will be level 6 on DION and level 8 on TI. - Players can use Bracelet of Duty Fragment to upgrade their bracelet to the latest level on respective servers. (to 6 on DION and to 8 on TI). NOTE: THE SEALED BRACELET OF DUTY YOU CAN DROP FROM THIS BOSSES CAN BE TRADE/SOLD FOR AS LONG AS IT IS SEALED, AFTER IT GETS UNSEALED IT STAYS BOUND TO THAT CHARACTER. Skills There are some changes come to skill with the new patch and some new skills incoming for some classes also. (Some of them already exist on TI) Blade dancer/Spectral dancer Defense Motion (DION) Psychic Dance (DION) Arrest: Landing chance increased by 5% (DION & TI) Sword singer/Sword muse Battle Whisper (DION) Arrest: Landing chance increased by 5% (DION & TI) Daggers Bluff (DION) Paladin/Phoenix Knight Summon Imperial Phoenix (DION) Temple knight/Eva's Templar Smart cubic (DION) Arrest: Landing chance increased by 5% (DION & TI) Shilien elder/Shilien saint Stigma: will now reduce m def also. (DION) Bounty hunter/Fortune seeker Crushing strike (DION) Maphr Blessing (DION & TI) Maphr Punishment (DION & TI) Warsmith/Maestro Summon Abyssal Golem (DION & TI) Weapon Efficiency (DION) Armor Efficiency (DION) Superior Craft (DION & TI) Hawkeye/Sagittarius Fire Storm (DION & TI) Volcano shot (DION & TI) Fire Blast (DION & TI) Quick Shot (DION & TI) Quick Shot - Recovery HP (DION & TI) Disengage (DION) Silver ranger/Moonlight sentinel Water Storm (DION & TI) Tsunami Shot (DION & TI) Water Blast (DION & TI) Quick Shot (DION & TI) Quick Shot - Recovery MP (DION & TI) Disengage (DION) Phantom ranger/Ghost sentinel Wind Storm (DION & TI) Hurricane Shot (DION & TI) Wind Blast (DION & TI) Disengage (DION) Dark avenger/Hellknight Horror reuse increased to 12 seconds (DION & TI) Necromancer/Soultaker Fear reuse increased to 12 seconds (DION & TI) Death Spike power lowered to be at same power as main nukes from elemental mages. (DION & TI) Summon Cursed Man reuse and cast increased to be at same level with 3rd class pets from summoners (DION & TI) NOTE: COSTS, VALUES ETC STILL MIGHT UNDERGO SOME CHANGES BEFORE IT HITS LIVE SERVER DEPENDING ON TESTS. Zones KETRA/VARKA Some changes have been made to the monsters on the ketra and varka location in order to make it a better zone for a more comfortable and profitable farm. Champion mobs: - Champion monsters will now give double EXP and SP rewards - Champion monsters will no longer attack right away after spawn - Champion monsters will now have a small chance to drop EWA/EAA - Champion monsters will now have EWA/EAA on their spoil rewards list - Champion monsters will no longer spawn from the easier monsters in the locations - Champion monsters will now have increased chance to spawn. Soldier Badges: - Soldier Badges will now be possible to trade - Soldier Badges needed to exchange for Researchers Guild Box reduced from 500 to 300 - Soldier Badges needed to create Hero's Badge reduced from 50 to 40 Ketra/varka Heroes - Ketra and Varka heroes will now give double EXP and SP rewards Lair of antharas - level of some monsters has been increased together with its EXP/SP rewards. - Dion server only. Items Since our reputation with the Researcher's Guild keeps increasing due to your amazing job working with them, they will offer to you a new item for trade. Researcher's Earring. - Researcher's Earring will be available to whoever finished the quest and have access to the trading option for the Researcher's Box. - Researcher's Earring will have the cost of 500 Badges. - Researcher's Earring can be upgraded on NPC Fiero using a item you can get from drop from monsters in Ketra/Varka. - Researcher's Earring can be upgraded to lvl 10. - All A grade pieces have been added to spoil lists of mobs who already had it on drop list - Option to make Zaken earring lvl 2 added to Baggins NPC (DION) - Drastically increased drop chance for lower lvl skills spell books. - Magic tablets drop chances doubled. Clans (changes for DION only, TI already has it) - Clans can now increase their level to level 6 - Cost to level up clan from level 5 to level 6: 10kkSP on clan leader and 10000 Proof of Blood. - Level 6 clans will have 50 clan member slots. - Clans level 4 and above can learn one new skill Clan Death Deal Clan Death Deal (decreases EXP loss on death) 1 - Reduces exp loss upon death by 20%. cost 5000 CRP available for clan lvl 4 2 - Reduces exp loss upon death by 35%. cost 7500 CRP available for clan lvl 5 3 - Reduces exp loss upon death by 50%. cost 10000 CRP available for clan lvl 6 - Proof of blood was also added to some monsters in Ketra and Varka zones. Other Changes Crafting For some time we have been receiving reports about crafting being either hard, not profitable or in general not worth it comparing with how much easier it is, for example, to just wait item to drop from a boss. We hear you and this is something that we have been thinking about a lot as we always want crafting to be relevant as it is in our view a important feature of a MMO and specially on a MMO that has some classes where part of their kit revolves around crafting or easier access to obtain items for crafting. With this in mind and also wanting to keep both crafting and this classes who are related to crafting relevant and appealing, one of the approaches we took in next patch is to make spoiling and crafting not only more appealing, but also easier and more profitable. In next patch, materials and recipes will in general be easier to obtain, being it by increased chances and by lowering the amount of quest items required to obtain a recipe box from quest Fiero's Assignment, this number will be heavily reduced allowing players to trade more often and there for obtaining more recipes from this quest. In addition to this, we are also increasing SPOIL chances for some of the most wanted materials (in higher level zones) that are sometimes hard to come by if players want to go in a crafting spree, as well as gemstones. Also, we are introducing a new level of crafting and new improved recipes that high level skilled maestros (level 80) will be able to add to their book. To obtain these new recipes players will have to trade with Researcher Fiero and have a maestro adding the recipe to their crafting book if they are capable of doing it. These recipes will be in general same as old recipes with one major difference, on crafting, players will have the usual chance to fail or succeed the craft, and on success players will have the possibility of receiving double the items crafted. This is a system we plan to work further if well received by the player base, and extend it somehow in the lines of player having chance to craft special items with special stats, or items with special enchant levels and so on. For the moment this will be for A grade armors and jewels only.
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1) its already being addressed in next patch. 2) cubics finish the cast if they start it, if you never see your enemy you should not be able to attack your enemy. 3) its already being addressed in next patch. 4) it eventually always becomes a problem when a server lasts for as long as this one, weapon power with enchant always tend to outscale the defensive counterparts. Need to think what can be done around this. In general you guys need to remember something, L2 was a game created and thought out around large scale pvp and boss fights, where balance if ever existent was tuned around this features and classes designed around this feature. there will NEVER be a point where olympiad will be balanced just mostly due to the kits characters have and cuz you have 30+ classes that were designed with different roles in mind and different kits, only way oly would ever be balanced would be in a situation of class based matches only, a point that i think even NCSOFT understood and in the most recent patches that are coming out oly has almost no impact in game cuz all you get from it is some marks to buy some rewards and a glow if you get hero, almost everything else has no impact. just look at the history of olympiad changes with time, and in almost every patch there was changes and in almost every patch after that they made more changes just cuz they never rly ended up having a way it would work good and not piss some people off. they changed arenas, they changed arena types, they changed to be only self buffs, then they changed for everyone to have buffs, then they change to self buff again, they made bonus from augmentations, they changed how this augmentations works, they added talismans, they limited talismans and then added more talismans... they made class based, then try with 3v3 then removed it all and made only normal, now again they remove importance from solo oly and made 3v3 again... now on most recent version you can even use potions. L2 isnt a game that was made for a 1v1 all class to be any how balanced or whatsoever and thats why in every expansion of the game there was always a group of 3 or 4 classes that were always above the others. Having this said, we keep trying to give some nudges and tweaks and see what works where and how (few nerfs at a time for summoners, some extras to weaker classes like bd and sws etc), but its always a blanket that never manages to cover the full bed, cuz you nerf a char on oly, they become weaker outside, people stop using it then you try to bring it back a bit on the outside and they become stronger in oly and so on.
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Episode 4 - Skills. When it comes to skills, we gonna try not to touch much on the classes that are strong now, and instead try to work out something for the least played or weaker classes. For this patch, and with some extras to some other classes, the focus was the archer classes and the dwarf classes. Our lovely dwarfs are not only having their functions highlighted already by the adjustments to spoil and the new crafting systems, but besides that they are also receiving some new skills. For the spoiler you will be able to support your party with a buff that will activate when you attack, and provide your party members with some fighting capabilities, in addition the spoiler can consume this buff on itself to explode and deal AOE damage while spoiling and debuffing the targets. This skill together with fact we boosting spoil in some mobs and adding EWA/EAA for spoil might make people want to pick up the spoiler as a class to play. As for the Maestro, not only they will have the new crafting system where they can use improved recipes on their books to have chance to proc extra items from craft, they are also receiving the old armor and weapon efficiency skills and they are also learning how to summon a new companion to let the good old mechanical golem go to garage for a oil change and rest for a bit. Introducing Abyssal Golem This new piece of dwarven technology is able to charge enemies stunning them, use a smash that deals damage and puts targets to bleed, and a AOE skill around it. The archers. Many times we tried to change something on archers to make them more played but never any of the changes really made it so. We believe one of the problems might be related to the fact we tried to make many boosts around their auto attack to make the archer the char it used to be, but, the game is different now and there are too many items, buffs, passives, etc that work against critical and reducing this critical effect making it so that archers hit that point of, against people with this skill, buffs, passives, they need to get their crit damage increased, but then in situations against people without this buffs or skills, they would be too strong if we increase their crit. their for we decided to deviate from the auto attack boost and go other ways. In this patch its our objective to turn the archers into a class that not only will be able to provide some small utility to the group as well as make them have a slightly better AOE farm/PVP possibility while at same time increase the burst they have access to. All 3 archer classes will receive 3 new skills. 1 According to their race humans will get fire based skills, elves will get water based skills and dark elves will get wind based skills this skills are similar on all of them but only the debuff effect changes. Humans will be able to use a shot that will attack in a line in front of them setting the enemies in the path ablaze. Elves will be able to use a shot that will attack the target and enemies around it and slow them. Dark elves will be able to use a shot that will attack the target and enemies around and knock them up. 2 When the target is affected with their respective debuffs, they will be able to use their blast skill, This is a single target burst skill that can only be used IF your target is affected by the debuff. you can think about it as a vortex + vortex crusher situation. 3 Third one is just a simple AOE skill of their respective element, fire for humans, water for elves and wind for dark elves. in addition to this and to bring human and elf up to dark elf burst standards. Human and elf will receive a new skill Quick Shot that have chance of triggering a passive that affects all group, humans can trigger a HP recovery buff and elves can trigger a MP recovery buff. There will also be some new additions/changes to BD, SWS, Daggers, Paladin, TK and SE. but the ones mentioned above are the bigger ones and the completely new stuff. To sum up, MAKE DWARFS GREAT AGAIN, and archers not so good as dwarfs but also good. Best regards.
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Episode 3 - Zones. The goal we have in mind for the future is to continue working with Goddard region, This zone still has a lot to offer when it comes to zones to be unlocked (WoA, HS, FOG etc), and with all this zones there's potential to make something cool from it. Although, we feel is not time for a new zone yet and that Ketra/Varka are still not living up to its full potential so we decided to work on it a bit more to make it more interesting and worth for players to venture into this place. With next patch we are making some minor changes to the zone (increased spoil chances etc) but also some a bit more impactful. - Champions. Since the release of this monsters we have been receiving some reports and suggestions both positive and negative, we decided to study the positive ones and learn from the negative ones and try to figure out a way how we could make this mobs relevant, without being annoying for some of the people, and make them more interesting for everyone. With next patch, the following changes will be made to Champion monsters in this locations. - Champions will now give double EXP/SP. - Champions will no longer attack whoever they see right after they spawn. - Champions will have small chance to drop EAA and EWA and higher chance of spoiling EAA and EWA. - Champions will no longer spawn from the weaker mobs in this zone, and from harder mobs chance to spawn them was slightly increased. With these changes together with other changes that have been done already since they went live, we aim to have this monsters being something that people will want to hunt for but at same time make them not be a nuisance for the solo or small group that is just around farming some badges in the weaker mobs. - Soldier Badges We understand now that we were too conservative with the badges feature, being it on amount its needed and on drops, But we decided it was better to start slow and if not perfect later boost it, then starting too high and later have to go and nerf it (contrary to what you guys like to think, nerfs are never fun even for me xD). Now that we spent some time with the 'conservative' option and we got the numbers, we studied them and realized we can go a bit lighter on this, so some changes coming to the Soldier Badges situation. - Soldier Badges will be possible to trade. - Researcher's Guild Box price decreased from 500 to 300. - Hero's Badge conversion cost changed from 50 to 40. And as a little extra in here the Heroes will also have their EXP/SP doubled. And we still have more new stuff in Ketra and Varka zone. Since our reputation with the Researcher's Guild keeps increasing due to your amazing job working with them, they will offer to you a new item for trade. Researcher's Earring. - Researcher's Earring will be available to whoever finished the quest and have access to the trading option for the Researcher's Box. - Researcher's Earring will have the cost of 500 Badges. - Researcher's Earring can be upgraded on NPC Fiero using a item you can get from drop from monsters in Ketra/Varka. - Researcher's Earring can be upgraded to lvl 10. LVL 1 STATS: MDEF:51 MAX MP:19 PVE DAMAGE: +2% EXP/SP: +2% LVL 10 STATS: MDEF: 61 MAX MP: 39 PVE DAMAGE: +10% EXP/SP: +10% SKILL MP CONSUMPTION: -4% HOLD RESIST: 10% MENTAL RESISTANCE: 10% POISON/BLEED RESISTANCE: 10% PARALYZE RESISTANCE: 10% This item will be useful for PVE and can work as a poor man's entry jewels for pvp and Olympiad if you are not one of the lucky ones walking around with epic earrings, being this one of the reasons why it was made a earring and not other type of jewel or other type of item. In addition to this LoA will have some monsters having their levels slightly increased and EXP boosted. To sum it up, better champions, more EXP, more items, new items. Stay tunned for episode 4. Best regards.
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- Fixed over enchanted A grade weapons to no longer give more m attack then they were supposed to comparing to other weapon grades when displayed m attack on weapons was the same. - TI/DION
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Episode 2 - Castles. For a long time we are not fully pleased with the rewards clans reap from conquering and maintaining a castle and its something we have been taking a look at for quite a while... As so and together with some players complains about lot of people not feeling interested to participate on sieges because there is no reward if you win a castle, we decided to figure out some way that could somewhat make sieges more interesting by making castles more appealing to the players to conquer and maintain. With this new upcoming patch we are introducing Castle Prison. Castle owners will have access to a private dungeon, that only clan members of the clan that holds the castle can join. Players will have to make a group to go in this dungeon and battle some bosses. Only 1 group can enter per time. There will be a reuse timer so it cannot be repeated all time but clans will be able to make it more then once per day. These bosses will have chance to drop normal items as open world bosses as well as a new special item that can be used to upgrade bracelet of duty to a new level. These bosses will also have a small chance of dropping a full bracelet with new level already. To sum it up, new bosses for castle owners, new bracelet of duty level, more worth it to have a castle. Stay tunned for episode 3. Best regards.
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- Decreased amount of people required to start Olympiad fights. - Dion/TI.