Vitality System allows players to gain extra exp when hunting.
When players go off line / enter safe zone / killed RAID/BOSS, they will receive Vitality Points (VP)
When vp is cumulated, players will be able to level up their Vitality Levels.
When players are hunting normal mobs, vp will be used in exchange for higher exp.
Players’ total vp/ vitality level can be viewed from the status bar
There are a total of 4 levels of vitality levels, at level 4 players will get 4 times the exp, at level 3, 3 times the exp.
VP is exhausted based on exp gain, not based on hunting time.
When players are in a safe zone for approx 8 – 9 hours, they will gain 1 vitality level. (Unfortunately a lot of us will exhaust our CPU/RAM thanks for this feature.)
After killing a RAID / BOSS, the system will notify the players how many vp they have earned.
During the PTS, there was a testing of killing 4 (not sure what mob), gaining 1 vitality level.
Vitality Level 0 --> 1, exp will increase by 50%
Vitality Level 1 --> 2, exp will increase by 33%
Vitality Level 2 --> 3, exp will increase by 25%
Vitality Level 3 --> 4, exp will increase by 20%
In other words, from level 0 --> 4, the exp will be 3 times the original
General Battle System
(Diego’s translation)
Song and Dance buffs now have their own buff bar.
Player and Monster melee range increased slightly.
Target location and the relationship with the attacker now affects damage bonus.
Long range physical attacks now have a distance differential to damage.
The poison and the bleeding damage has been increased.
(Addition)
Songs and Dances buff bar has a total of 12 slots.
Increase the effectiveness in the gap in between of Accuracy and Evasion (Daggers will find their evasion being way more effective than before)
Each character’s def to debuff will effect debuff duration.
Skills
(As much as I love to translate all of the names, I won’t be able to do so as most of you know that already. I will just translate what each skill does instead. However if you know the skill name, please let me know I shall add it here. Thanks)
Knight Class
Knight Class will have a new root skill (someone please fill in the name for me), level 43
After switching to this new root skill, increases bonus dmg to 2-hand sword and dual sword
After switching to this new root skill, will be able to use new attack skills
Total of 3 levels, levels the amount of skills can be used might be affected by level
When using 2-handed sword, area atk to nearby enemies, shield block ineffective to this skill
Can be used with the root skill mentioned above
When using dual sword, area atk to nearby enemies, shield block ineffective to this skill.
Can be used with the root skill mentioned above
When using dual sword, double attack to target, shield block ineffective to this skill
Can be used with the root skill mentioned above.
Healers
Healers will get a new skill (level 44) which will allow them to use magic attack skills.
Healers: EE/SE/Bishop (Prophet not included)
3 levels to this root skill (similar to the knight class root skill)
Divine Punishment (assuming this might be the skill name)
Holy based attack, power 57
Can be used under the root skill mentioned above
Surrender to Holy: lowers target def to holy atks, also increases target’s dark resist
Can be used under the root skill mentioned above
Holy Curse: prevents target getting healed at the same time target will continuously reducing hp.
Can be used under the root skill mentioned above
Holy Storm: Holy based area atk, power 90
Can be used under the root skill mentioned above
Skills to be learned after clicking twice
AW: Evasion Counter (LV 74) – when evades, probability of putting target into shock status
PW: Evasion Chance (LV 74) – when evades, probability of increasing critical chance
TH: Evasion Speed (Level 74) – when evades, probability of increasing attack speed
All 3 dagger: Shadow Illusion (level 72) – cancels area opponents’ targets
Golem Armor Plating (L40) – increases golem def and max hp capacity
Golem Sharpen Edges (L49) – increases sword type of weapons p.atk & critical chance, 10 minutes party buff. (only 1 type of the 3 weapon buffs can exist at once)
Golem Spikes (L49) – increases hammer type weapon p.atk, 10 minutes party buff (only 1 type of the 3 weapon buffs can exist at once)
Golem Bow String (L49) – increases bow type distance + p.atk, 10 minutes party buff (only 1 type of the 3 weapon buffs can exist at once)
Strengthen Heavy Armor (L46) – increases heavy army p.def, 10 minutes party buff (only 1 type of the 3 armor buffs can exist at once)
Strengthen Light Armor (L46) – increases light armor p.def + evasion, 10 minutes party buff (only 1 type of the 3 armor buffs can exist at once)
Strengthen Robe Power (L46) – increases MP regen rate, 10 minutes party buff (only 1 type of the 3 armor buffs can exist at once)
Summon Merchant Golem (L62) – uses 5 D crystals, will not follow the WS running around, will just stay at one spot, will be selling normal ss, etc.
Prophet: Mana Steal – when atk, probability of regen mp.
SE: Bless of Blood (LV 40)
PTS Testing Result
At level 56, skill level 3, MP usage 52, Range 600, effect lasts for 15 seconds, cool down time 20 seconds
Continuously regen party HP, when under attack probability of regening HP. During a test in PTS, when under an attack healed with 712 HP, high probability of activation of this skill. Most likely to be getting hit 2 times with a 50% of activating this skill. Some other players calculated it to be 30%)
Kamael All: (v 43) – increases hp/mp/cp regen rate
Berserker:
(lv 52) – heals self hp completely, uses 5 souls
(lv 55) – increases party hp capacity + hp regen rate, uses 10 souls
Dance of Alignment & Song of Elements: added m.def & elemental def effect
Blade Rush: cancelled the penalty of reduced evasion
Dodge: increased skill time from 10 seconds to 15 seconds
(Thank God! That was a pain looking at 3 different sites for the right names. Phew!)
MP Consumption of the following skills have increased:
(Diego’s Translation)
Silent Move, Guard stanace, Soul Guard, Shield Fortress, Parry stance, Riposte Stance, War Frenzy, Strike Back, and others.
(Addition)
Accuracy, Vicious Stance, Fortitude, Hard March
Changes to all Physical Attack Skills
Dmg to all physical attack skills have increased
All physical attack skills mp usage decreased
All physical attack skills contain overhit
(Diego’s translation, I think this covered it) Changes to casting time.
Scroll of Escape, Cure Poison and Cure bleeding are now reduced in time.
MP Consumption of the following toggles are increased:
Soul Cry, Silent Move, Guard stanace, Soul Guard, Shield Fortress, Parry stance, Riposte Stance, War Frenzy, Strike Back, and others.
(Diego’s Translation)
Changes to magic damage
Magic damage now applies a random variance between minimum and maximum damage.
Depending on the type of weapon the damage variance of spells changes.
Changes to Kamael Spirit Consumption
Skills that use charged souls to enhance the skill have been changed.
Changes to Magic Dmg
Magic critical rate will increase to 10 times
Magic critical dmg will go down from 4 times to 3 times
magical critic rate caped to +20% when buffed (Thanks to NerZ for clarification)
My God! I just spent the whole afternoon translating skills!!
__________________
Lvl 79 Eva's Saint - subclass lvl 77 SPS
Lvl 62 Warsmith (cheap child labour)
~~~~~~~~~~~~~~~~~~~`
I am not Korean, nor I speak/write/read/understand Korean. Any requests for translation of a Korean site/article/screenshot will be ignored.
Last edited by Diego Vargas; 05-31-2008 at 03:41 PM.
Reason: Fixes.
Monsters below level 75 (Excluding Festial of Darkness and Seven Sign Dungeons) will now use soul shots and spirit shots to power their skills. They will also use new ranged defense skills at a certain probability to help avoid being kited around by players.
Item/XP/SP rewards from monsters using SS/SpS and ranged defense skills were increased.
All raid boss rewards were significantly increased.
Raid bosses once again drop many normal items in addition to life crystals.
Spell books that are normally buyable in NPC shops wont drop from monsters any more.
The loot table of all old monsters has been adjusted to include new items and item parts.
(I think that basically covered everything that's there.)
Code:
Hunting Grounds
___________________________________________________________________________
| ------------ | Instant Dungeon 1 | Instant Dungeon 2 | Instant Dungeon 3|
---------------------------------------------------------------------------
|NPC To enter | Guard Leader | Guard Leader | Cyber Cafes |
---------------------------------------------------------------------------
|Cyber Cafe(C) | --- N/A --- | --- N/A --- | Cyber Cafe |
---------------------------------------------------------------------------
|CC Points | --- N/A --- | --- N/A --- | 3000 points |
---------------------------------------------------------------------------
|Players | 2-6 people | 2-6 people | singular |
---------------------------------------------------------------------------
|Dungeon Type | With Raid | With Raid | normal |
---------------------------------------------------------------------------
|Dungeon Time | 30 minutes | 30 minutes | 30 minutes |
---------------------------------------------------------------------------
|Entry Limits | once per day | Once per day | Once per day |
---------------------------------------------------------------------------
(Sorry for the crappy table?)
Added 3 new instant dungeons (I don't know the names in English, so I'll just name it 1/2/3)
The Instant Dungeon 3 is a cyber café related dungeon. You can only enter this dungeon from the cyber café. (I doubt that this will apply to NA server)
All 3 new instant dungeons, access limit is 1 time per day, the time resets at 6:30 PM
Other than the cyber café instant dungeon, the other dungeons can be accessed through NPC in towns
Each town belongs to a different instant dungeon level
Instant Dungeon 1
Gludio: 20-35
Dion: 20-40
Heine: 30-50
Schuttgard: 45-75
Rune: 55-80
Instant Dungeon 2
Gludio: 18-31
Dion: 28-41
Heine: 38-51
Oren: 48-61
Shuttgard: 58-71
Rune: 68-78
Kruma Tower
Increase mob drop rewards
Added an area boss
Players over level 56 will not be able to enter
Monster Related
Instant Dungeons mobs will be sent back "home" if they are too far from where they were before.
Some hunting areas will consist the same feature as above
Hunting Ground Renovations
Sileno's Camp, Outlaw Forest, Beast Farm will have new looks
Items
Price related
All item sold by NPC will experience a significant price drop
Crafted items now have a chance to making more then one item, they also have a chance of making a rare version of that item (altered stats and properties).
Rare items can be damaged through use but that damage can be repaired at the blacksmith.
(Addition)
After repairing the item, it will contain some kind of special effect (e.g. haste). The name of the item will be shown as "Rare - name - Grade" instead of the normal "name - grade".
Rare items can be attributed, SA'ed, augmented and enchanted.
These rare item special effects will be shown in the personal skill section.
(Diego's Translation) Misc Stores and Smiths
Shadow A-Grade equipment can be bought from stores in town but cannot be augmented, strengthened or SA'd.
Items in all stores have had their prices reduced.
Stores that sell Normal C grade equipment now have Normal B grade items available for purchase.
B grade equipment and lower that is bought will be exchangeable via the blacksmith in town.
Some shops started selling Mirage headdress
Jewellery Augmentation
Earrings, necklaces, rings can now have special augmentations applied to them.
(Addition)
However jewellery uses a different type of life orbs, these life orbs can be exchanged with the normal type of life orbs
Some of the augmented effects are: increase attacks, increase def, increase attribute attacks and def and so on
So far, Queen Ant's ring is not able to augment (perhaps boss jewellery is not yet augmentable?)
(Diego's Translation) New herbs
New buff herbs drop in hunting zones and the duration has been increased to 5 minutes.
The new buffs from herbs eg. Vampire Herbs, big head herb
PVP
(Diego's Translation) PvP Reputation Points
Nobless characters who participate in fortress or castle sieges, Underground Colloseum (Fantasy Isle), Olympiad, Festival of Darkness will gain PvP Reputation points, this value can be exchanged for items and effects:
(Minor Correction: not nobles class, it's everyone that's above lv 40)
PvP Weapon and Armor modifications.
Siege Items
Clan reputation
Removing PK count.
Siegefield changes
Registered attackers/defenders do not lose XP on death anymore due to PvP point system.
Repeated dying does not give death penalty but their combat ability will decline for the siege. (correction: for a period of time)
Using a scroll of courage on a siege field will now perform a ressurection effect upon death.
PVP - Flagged Time
Flagged time will be increased to 120 seconds, at which the last 20 seconds they will beign to flash.
Guild
Increased clan points received with the following activities:
Activity CT2.1 Present
Victory of Siege War +1500, +1000
Continuous ownership of castles: +750, +500
Lost in castle siege: -3000, -2000
Successfully taken clan halls from NPC: +500, +300
Continuous ownership of clan halls: +250, +150
Victory in fortress wars: +200, +100
During fortress siege, destroying the bombs of the fortresses: +30, +15
Scored #1 in Ceremony of Darkness: +200, +100
When failed in defending clan hals, max points lost is 1000
Increase the amount of Knight Badge, Oath of Blood and etc when in exchanging for clan points
Increased academy clan points reward: level 16 - Level 40 (including class change) 630 points; from level 39 and up, the minimum is 190 points.
Attributes
(Diego's Translation)
Defensive attribute applied to armor now gives +6 points per enchant and has a new max of L4 and 60 points.
Attribute stone success rate on armor was increased.
Different attribute can be used to increase defense of certain debuffs.
Previously enchanted armor will have its attribute corrected to the new system.
Pets / Summons
(Diego's Translation)
New Weapons and Armor for Pets
Jewelery for pets has been added to increase mdef.
When a Pet dies the time it takes for the pet to disappear was increased to 24 hours (real time).
(Addition)
Decreased the battle status of wolves
Added Summon Skills
Queen of Kat: Blessed Body Effect, Blessed Soul Effect, Haste Effect
Shadow Knight: Death Whisper Effect, Focus Effect, Guidance Effect
Quests
(lvl 40): rewards -> hair accessory
(level 39): New 2nd class change quest, spend 1.5mil to finish the quest in 6 minutes (oh yay)
(lvl 15): repeatable orc village quest
(lvl 1: repeatable drwaf village quest
To Hellbound Quest: Once HellBound has been activated, players will not need to do the original quest (the one you need to do in CT1 in order to access HellBound), instead there is a new quest
Changes to Existing Quests
1st Class Change: Increased rewards
2nd Class Change: increased rewards & increased quest item drop rate
Toma will always stay at one point from now on, quest NPC will show which area Toma will be at (NE coast)
Beast Farm: adjustments to the quest
Changes to Overall Settings
Increased reward to most of the non-repeatable quests
Increased the quest item receive rate to repeatable quests
New Player quests allowing players to level up faster
Interface
Added a chat window, when certain set words appear in the window, there will be sound notification
Players will be able to change their titles in different colors
Buffs can be cancelled manually by Alt+left clicking according to self
Other
New players buffs are now accessible to all players under level 62, (other than healing crystal? is usable between 16-34, all the rest is usable by everyone under level 62)
New players are given a new kind of wrap scroll
Raid points will be given rewards accordingly
Players under level 40 are given free teleports by gatekeepers
Added new social actions (finally..........)
Cancelled resets of the shotcut keys
__________________
Lvl 79 Eva's Saint - subclass lvl 77 SPS
Lvl 62 Warsmith (cheap child labour)
~~~~~~~~~~~~~~~~~~~`
I am not Korean, nor I speak/write/read/understand Korean. Any requests for translation of a Korean site/article/screenshot will be ignored.
Last edited by Martzch; 05-06-2008 at 10:09 AM.
Reason: made table pretty
Lvl 79 Eva's Saint - subclass lvl 77 SPS
Lvl 62 Warsmith (cheap child labour)
~~~~~~~~~~~~~~~~~~~`
I am not Korean, nor I speak/write/read/understand Korean. Any requests for translation of a Korean site/article/screenshot will be ignored.
never mind .... copy and pasted in notepad and copy and pasted it back here.....
Enjoy~
__________________
Lvl 79 Eva's Saint - subclass lvl 77 SPS
Lvl 62 Warsmith (cheap child labour)
~~~~~~~~~~~~~~~~~~~`
I am not Korean, nor I speak/write/read/understand Korean. Any requests for translation of a Korean site/article/screenshot will be ignored.
Last edited by dreamangel; 05-01-2008 at 02:00 PM.
I don't think they allow direct linking to their images... I remember linking their stuff before and they were all showing as broken links
__________________
Lvl 79 Eva's Saint - subclass lvl 77 SPS
Lvl 62 Warsmith (cheap child labour)
~~~~~~~~~~~~~~~~~~~`
I am not Korean, nor I speak/write/read/understand Korean. Any requests for translation of a Korean site/article/screenshot will be ignored.
are you sure this is correct?
There are a total of 4 levels of vitality levels, at level 4 players will get 4 times the exp, at level 3, 3 times the exp.
VP is exhausted based on exp gain, not based on hunting time.
When players are in a safe zone for approx 8 – 9 hours, they will gain 1 vitality level. (Unfortunately a lot of us will exhaust our CPU/RAM thanks for this feature.)
After killing a RAID / BOSS, the system will notify the players how many vp they have earned.
During the PTS, there was a testing of killing 4 (not sure what mob), gaining 1 vitality level.
Vitality Level 0 --> 1, exp will increase by 50%
Vitality Level 1 --> 2, exp will increase by 33%
Vitality Level 2 --> 3, exp will increase by 25%
Vitality Level 3 --> 4, exp will increase by 20%
In other words, from level 0 --> 4, the exp will be 3 times the original
if 'from level 0 --> 4, the exp will be 3 times the original ' then how 'There are a total of 4 levels of vitality levels, at level 4 players will get 4 times the exp, at level 3, 3 times the exp' ?
are you sure this is correct?
There are a total of 4 levels of vitality levels, at level 4 players will get 4 times the exp, at level 3, 3 times the exp.
VP is exhausted based on exp gain, not based on hunting time.
When players are in a safe zone for approx 8 – 9 hours, they will gain 1 vitality level. (Unfortunately a lot of us will exhaust our CPU/RAM thanks for this feature.)
After killing a RAID / BOSS, the system will notify the players how many vp they have earned.
During the PTS, there was a testing of killing 4 (not sure what mob), gaining 1 vitality level.
Vitality Level 0 --> 1, exp will increase by 50%
Vitality Level 1 --> 2, exp will increase by 33%
Vitality Level 2 --> 3, exp will increase by 25%
Vitality Level 3 --> 4, exp will increase by 20%
In other words, from level 0 --> 4, the exp will be 3 times the original
if 'from level 0 --> 4, the exp will be 3 times the original ' then how 'There are a total of 4 levels of vitality levels, at level 4 players will get 4 times the exp, at level 3, 3 times the exp' ?
.....ok lets make it simple...
there is a barre for VP like for xp, so lets say it's lv0 at 42%, you have 50% bonus, if mob give you 10k xp before now it will give you (15k xp) , total of 150% xp
at lvl1+ you have 33% bonus of 150% which means 150/3=50 so 150+50= 200%, xp x2 (20k xp)
at lv2+ same way u get 250% total bonus xp (25k xp)
at lv3+ you get 300% bonus xp, so x3 (30k xp)
the lvl4 is lvl3 maxed, to avoid saying lvl3.100% u call it lvl4.0, so there is no xp x4, just x3
MP Consumption of the following skills have increased:
(Diego’s Translation) Soul Cry, Silent Move, Guard stanace, Soul Guard, Shield Fortress, Parry stance, Riposte Stance, War Frenzy, Strike Back, and others.
Both Diego and you mention Soul Cry as increased MP consumption, but you also mention a -50% reduce Oo
.....ok lets make it simple...
there is a barre for VP like for xp, so lets say it's lv0 at 42%, you have 50% bonus, if mob give you 10k xp before now it will give you (15k xp) , total of 150% xp
at lvl1+ you have 33% bonus of 150% which means 150/3=50 so 150+50= 200%, xp x2 (20k xp)
at lv2+ same way u get 250% total bonus xp (25k xp)
at lv3+ you get 300% bonus xp, so x3 (30k xp)
the lvl4 is lvl3 maxed, to avoid saying lvl3.100% u call it lvl4.0, so there is no xp x4, just x3
I KNEW IT! I knew someone would read that and start calculating all those numbers and start asking why I would say 3 times as before!!
For your information, I did not calculate the numbers myself. It's the testing result from PTS and I just translated what it said on mylineage2.com
__________________
Lvl 79 Eva's Saint - subclass lvl 77 SPS
Lvl 62 Warsmith (cheap child labour)
~~~~~~~~~~~~~~~~~~~`
I am not Korean, nor I speak/write/read/understand Korean. Any requests for translation of a Korean site/article/screenshot will be ignored.