Source: http://boards.lineage2.com/
Welcome to the The 1st Throne – The Kamael Public Test Server! Please
use the patch notes below when testing The 1st Throne - The Kamael to
read about new features. Reply in this thread for general gameplay bugs
you encounter with the game or the patch notes. We appreciate your time!
(The
Public Test Server is now live. Those of you who already have the test
server may begin patching and log in once you've fully updated. We will
be updating this post with a link to the updated PTS client download
shortly for players who need to download the client.)
New Race: Kamael
A
new race, Kamael, has been added. Kamael characters start out on the
Isle of Souls, which is located to the west of the Dark Elven Village.
A Kamael Tutorial has been added to the game.
Characteristics
- The Kamael are a new dark-attributed race. Because of their dark nature, healing magic is less effective when used on them.
- The
Kamael require souls to perform most of their attack skills. They
absorb souls automatically while hunting monsters, every time they earn
a certain amount of experience.
- The Kamael can also sacrifice some of their own HP or use skills to recharge souls.
- Recharged souls are displayed on the Abnormal Status bar and they last for 10 minutes from the last time a soul was absorbed.
- The Kamael cannot sub any other race’s classes. Conversely, no other races may sub Kamael classes either.
- When
a Kamael character reaches level 75 on their first and second
subclasses, a hidden third sub-class will become available (Kamael
only).
- Kamael subclass info is available from the Kamael Grandmaster NPC in Giran, Aden, and Rune Township.
Class
A Kamael’s class depends on the gender. Choice of classes is different for Kamael.
Male Kamael
- Trooper (1st) -> Berserker (2nd) -> Doombringer (3rd) (Trooper is currently called Dragoon, but will be changed)
- Trooper (1st) -> Soul Breaker (2nd) -> Soul Hound (3rd) (Trooper is currently called Dragoon, but will be changed)
Female Kamael
- Warder (1st) -> Soul Breaker (2nd) -> Soul Hound (3rd)
- Warder (1st) -> Arbalester (2nd) -> Trickster (3rd)
Kamael Exclusive Weapon
- The
Kamael are capable of converting existing weapons into Kamael-exclusive
weapons (Ancient Sword, Rapier, and Crossbow) using their unique skill.
- Kamael-exclusive weapons can be converted from weapons that are D-grade or higher, and the weapons can be traded or dropped.
- Not all weapons can be converted; only the following weapons can be converted into Kamael-exclusive weapons.
Two-handed Sword <--> Ancient Sword
One-handed Sword <--> Rapier
Bow <--> Crossbow (Bow-gun)
- The
Kamael skill that allows for weapon conversion is available after the
first class transfer. The weapon conversion skill will only work on the
weapon you currently have equipped.
- When a weapon is converted, the weapon’s Enchant Value, Soul Crystal Option, and elemental attributes remain the same.
- Augmented weapons cannot be converted.
- A converted weapon can be bestowed with Enchant Value, Soul Crystal Option, Augments, or elemental attributes.
- A Kamael-exclusive weapon can be converted back to its original form as long as it has not been augmented.
Player Character Updates
Level Penalty
- When
a character that is level 77 or lower hunts a monster that is more than
6 levels below that of the character, an experience penalty will apply.
- When
a character that is level 78 or higher hunts a monster that is more
than 4 levels below that of the character, an experience penalty will
apply.
Party Experience Distribution
- A
minimum-level restriction has been implemented for parties. Party
members must be within 20 levels of each other. If the difference
between the highest- and lowest-level party members exceeds 20, the
member(s) who are the lowest level will not receive any experience.
New Player Support
- Previously, characters up to level 24 could receive support buffs. Now, characters up to level 39 can receive support buffs.
- Players can get support buffs from Newbie Guide NPCs.
Other Changes
- The
CP of dagger classes has been increased. This change applies to Rogues,
Elven Scouts, Assassins, Treasure Hunters, Plainswalkers, and Abyss
Walkers.
Transformations
Special transformations have been added. These transformations change a character’s appearance and combat stats.
Transformation Types
- Combat and non-combat transformation are available.
Combat transformations are broken down into two types: common transformation and race-specific transformation.
Transformation Procedure
- A player can transform by using special transformation skills or by attaching a talisman to a bracelet.
- If
a player acquires one of the cursed swords (Demonic Sword Zariche and
Blood Sword Akamanah), transformation occurs automatically.
Cancel Transformations
- A transformation can be canceled by using the Cancel Transformation skill.
- A transformation is also canceled upon death.
- If a transformation has been enabled by an item, it is canceled upon the un-equipping of the item.
- A transformation is canceled after certain period of time.
- A transformation is canceled in water (with the exception of the cursed sword transformations).
Acquiring the Transformation Skill
After
a player completes the “More than meets the eye” quest (level 50+), the
first transformation skill can be learned from the Wizard Avangarde on
the 2nd floor of the Ivory Tower. Players must acquire the First
Transformation Skill, in order to acquire other transformation skills.
A Tome of Transformation is required to learn additional transformation
skills. The various tomes can be purchased from the Guild Adventurer or
the Black Marketeer of Mammon as follows:
- Tome of Transformation – Onyx Beast: can be purchased from the Avant-Garde NPC with Adena
- Tome of Transformation – Death Blader: can be purchased from the Black Marketeer of Mammon NPC with Ancient Adena
- Tome of Transformation – Apostle Grail: can be purchased from the Guild Adventurer NPC in the Gludin Village
- Tome of Transformation – Unicorn: can be purchased from the Guild Adventurer NPC in the Oren Castle Village
- Tome of Transformation – Lilim Knight: can be purchased from the Guild Adventurer NPC in the Oren Castle Village
- Tome of Transformation – Golem Guardian: can be purchased from the Guild Adventurer NPC in the Schuttgart Castle Village
- Tome of Transformation – Inferno Drake: can be purchased from the Guild Adventurer NPC in the Schuttgart Castle Village
- Tome of Transformation – Dragon Bomber: can be purchased from the Guild Adventurer NPC in the Aden Castle
Village
Crystal
of Life and Adena are required to purchase the Tome of Transformation
from a Guild Adventurer NPC. Non-combat transformations can be acquired
by attaching a talisman to a bracelet. Talismans for the non-combat
transformation skills can be acquired in the Rainbow Clan Hall or the
Wild Beast Reserve.
Conditions for Transformations
- A player must not have a Servitor or Pet summoned in order to transform.
- A player must not be riding a Strider or Wyvern in order to transform.
- A player must not have the Mystic Immunity skill active in order to transform.
- A player must not be on a moving ship in order to transform.
- A player cannot use a ferry while transformed.
- If a cursed sword is acquired while transformed, it turns into a cursed player character.
Transformation State
- A player may only use transformation-specific skills while transformed.
- The effects of skills such as buffs and debuffs remain when a player transforms.
- When a player transforms, the transformation’s generic stats are applied.
- Players cannot challenge other players to a duel or party duel while transformed.
- When a player is transformed by a cursed sword, the name of the respective cursed sword will replace the character’s name.
- Also,
the name of the cursed sword appears in the Chat Window instead of the
player’s name, and the player holding the cursed sword cannot use the
Shout and the Trade channel. (The original name is shown in clan chat,
alliance chat, and whispers.)
- Players cannot switch or add a subclass while they are transformed.
- Players cannot transform during the Grand Olympiad Games.
Attribute System
The Attribution System has been added.
Elemental Attribute Types and Relations
There
are four types of elemental attributes and two types of holy-unholy
attributes, as well as non-attribute. Each attribute has the following
relationship:
- Fire Attribute <--> Water Attribute
- Earth Attribute <--> Wind Attribute
- Darkness Attribute <--> Divinity Attribute
Bestowing an Attribute
- Only weapons and armor that are S-grade or higher can have an attribute added to them.
- An item may have only one elemental attribute added to it.
- Items
that have had an attribute added to them can have a different one added
instead, but the new attribute will replace the original one.
- In
order to add a new attribute to an item that has already had an
attribute added to it, the Attribute Master NPC from Aden and Rune must
cancel the original attribute first. Once the original attribute has
been removed from an item, a new attribute may be applied.
- Each armor piece can have different attributes applied to them.
- A player’s attributed attack/defense can be identified on the Character Window (Alt+T).
- In
order to attribute an item, an Attribute Stone is required. Players can
acquire Attribute Stones in new high level hunting grounds.
- When
applying the attribute to items, there is a chance to fail; however,
the failure will not crystallize items nor reset the previous attribute
value.
- An Attribute Stone can be traded out for an opposite
Attribute Stone via an Attribute NPC. For example, a Fire Attribute
Stone can be traded for a Water Attribute Stone.
Attribute Potion
- An attribute potion can be purchased from an Attribute NPC in Aden and Rune Castle Town.
Hunting Grounds
New Hunting Grounds
Isle of Souls
- The Isle of Souls has been added to the west of the Dark Elven Village.
- The Isle of Souls is the starting point for the Kamael, and a hunting area for players who are level 20 or below.
- Any
other race can be moved to the Isle of Souls by using a Newbie Travel
Token. Players may acquire a Newbie Travel Token after they complete
the tutorial.
Isle of Prayer
- The Isle of Prayer has been added to the east of the Innadril Territory and Alligator Island.
- Isle of Prayer is a hunting ground for players who are level 78+.
- It
is home to various monsters that have new attack abilities and skills,
and greatly increased AI that will challenge even the most seasoned
player.
- There are instanced zones called the “Dark Cloud Mansion” and the “Crystal Caverns”.
Dark Cloud Mansion
- The Dark Cloud Mansion can be entered by a party of two or more members. All party members must be level 78+.
- The information for the Chromatic Caverns can be acquired in the Dark Cloud Mansion.
Crystal Caverns
- The Crystal Caverns can be entered by a party of two or more members. All party members must be level 78+.
- The Crystal Caverns consist of three areas: Emerald Square, Steam Corridor, and Coral Garden.
Instanced Zones
The
Instanced Zone system has been added. This system allows multiple
parties to play in an independent (instanced) dungeon for a certain
period of time.
Entry
- Each dungeon can be entered through the Entrance NPC.
- Certain
requirements must be met in order to enter an instanced area, including
a set level, number of party members, a specific item, and a quest.
- A party’s leader must set up entry into an instanced area for the party.
- The number of instances that players can enter daily and the maximum number of instanced areas in each dungeon are set.
- When players exit (or are moved outside of) a dungeon, they can re-enter the dungeon if it still exists.
- If
players log in after logging out inside a dungeon, they are moved to
the outside the dungeon. After rejoining the party, the player can
re-enter the dungeon as long as it still exists.
- A party cannot invite other members to a dungeon.
Exit
Players are automatically moved outside of an instanced dungeon area if the following things happen:
- Mission
Completion: Players within an instanced area are moved outside after
five minutes of completing a mission. (This only applies to zones that
do not have a teleport cube in them.)
- Time Limit Reached: If the allotted instance time runs out, the party will be moved outside of the instanced area.
- Server
Problems: If any server-related technical problems occur, such as a
server outage, all players in instanced dungeons areas are moved
outside. When server problems occur, all dungeon instances disappear.
Disappearance of Dungeon
- If there are no players in a dungeon, it disappears either immediately or after a certain period time.
* The following dungeons disappear immediately: Nornil’s Garden and Dark Cloud Mansion
* The following dungeons disappear after 20 minutes: Castle/Fortress Instance Zones, Chromatic Caverns, and City Dungeons
- If a mission is completed, or the time limit is approaching, the remaining time is displayed.
Dungeon Types
The maximum time limit for each dungeon is as follows:
- Isle of Souls – Nornil’s Garden (70 mins)
- Oracle Island - Dark Could Mansion (30 mins)
- Oracle Island - Crystal Cavern (90 mins)
- Castle – Underground Dungeon (60 mins)
- Fortress – Monster Prison (60 mins)
Rules
- Once used, the instanced zone can be re-used after a certain period of time.
Existing Hunting Grounds
- The levels of monsters in Temple of the Pagans, Monastery of Silence, Primeval Island, and Forge of the Gods have been adjusted.
NPC Updates
- The stats of boss monsters have been increased slightly.
- Antharas, Baium and Frintezza have had their Magic Defense, HP, Physical Defense and HP Recovery Speed increased.
- Valakas has had its Magic Defense, HP, and Physical Defense increased.
- The level of some raid/boss monsters has been adjusted.
- Monsters in the newbie areas have had their speed decreased. And the aggressive range of the monsters have been reduced.
- Queen Ant now has a poison attack added to her arsenal of skills.
Items
Items for Level 80+
- New S-Grade items (weapon/armor/accessory) have been added. These items can be used by players who are level 80+.
Bracelets
Bracelets are a new item that enhances player abilities. There are two types of bracelets, as follows:
Left Bracelet
- Left Bracelets can summon an Agathion.
- A
Left Bracelet can only be equipped by a clan leader who owns a
castle/fortress, or by a clan member whose clan owns the Rainbow/Wild
Beast Reserve.
Right Bracelet
- Right
Bracelets can be obtained from a Castle Court Magician NPC or a
Fortress Support Leader NPC. There is a C-grade Right Bracelet. (Same
armor penalties applies if a player does not have proper expertise.)
- The Right Bracelet can be crystallized, but it cannot be enchanted.
- A Talisman can be attached to a Right Bracelet. The Talisman enhances certain stats.
- The higher the grade of the Right Bracelet, the greater the number of Talismans that can be attached to it.
- A Talisman has a time limit applied to it, similar to that of shadow weapons, when equipped.
- Each Talisman has unique skills and can be obtained in a Castle or a Fortress.
Shirts
Shirts are new items which can improve players’ basic defense stats.
- Shirts come in various grades, and be crystallized or enchanted.
- Non-grade
and D-grade Shirts can be purchased from an NPC merchant. Shirts that
are C grade and higher are available in Castles and Fortresses only.
New Accessories
- New circlets have added for each race. (They can be obtained from a Castle Court Magician NPC or a Fortress Support Leader NPC.)
- New
hair accessories have been added for each class (after the second class
transfer). Players can purchase the new hair accessories from the Grand
Olympiad Manager.
- Special magic defense accessories are
available to players who have reached level 80+. The magic defense
accessories offer additional resistance to various damage types
including Stun, Hold, Poison, and Bleed, and the Abnormal State.
- Accessories that offer a resistance effect have less magic resistance in general.
Siege-War Exclusive Items
- Various siege war-exclusive items can be purchased from the Suspicious Merchant NPC near the entrance of each Fortress.
Other Updates
Charm of Courage
- The Charm of Courage’s effect duration has been reduced from 2 hours to 20 minutes.
- The Charm of Courage’s effect lasts through a character’s death.
- The Charm of Courage’s effect applies during a Fortress siege.
- The
Charm of Courage’s effect only applies to a registered siege war. For
example, if a siege war for the Gludio Castle has been registered, the
charm only applies if the player dies during that specific war. If the
player moves to other siege wars and dies, the charm does not apply and
the player’s experience will decrease normally upon death.
Cursed Weapons
- New skills have been added to cursed weapons.
Clan Armor
- A member of the academy can purchase a set of Shadow Weapon and Oath from the Blacksmith Pinter in Gludio.
- Previously, players could purchase a sealed Appella set from a Clan Merchant. Now players can purchase the unsealed set.
- An “Improved Appella Set” has been added.
Spellbooks, Life Stones, Scrolls (enchant weapon/armor)
- These items are now stackable type items.
Rare Item Sales System
A new Rare Item Sales System has been implemented. With this system, rare items may be auctioned off via an Auctioneer NPC.
Skills
New Skills
Various new skills have been added.
Existing Skills
- Debuff skill durations have been changed.
- DoT skill effects, which inflict damage for a certain period of time, have been increased considerably.
- The evasion effect of physical skills has been added to the Ultimate Evasion skill.
- The re-use time for the Erase Skill has been increased.
- The Shield Defense effect has been added to the Shield Mastery skill.
- The Defense Rate of the Bless Shield skill increases less.
- When a player attacks with Shield Stun, the monster’s urge to attack is higher than before.
- The Advanced Block skill’s Shield Defense rate increases less.
- Focus Sonic/Force can collect energy up to grade 8.
- The grade of Critical Chance has been increased. (Only applicable to Plainswalker.)
- The grade of Critical Power has been increased. (Only applicable to Abyss Walker.)
- When
the Frenzy Skill is performed by a player that has more than 30% of his
or her HP, the player’s attack power is reduced to a certain degree.
- The
Power of Hate and the Aura of Hate have been significantly increased,
as well as their reuse time. It has also been changed so that it is not
affected by an attack speed improvement buff.
- The Vengeance Skill’s Hate Power has been increased significantly.
- A
Critical Damage-decreasing effect has been added to the Light Armor
Mastery skill that can be learned by Rogues, Elven Scouts, Assassins,
and Orc Monks.
- A Critical Damage-decreasing effect has been
added to the Heavy Armor Mastery skill that can be learned by Knights,
Elven Knights, Scouts, and Palus Knights.
- Abnormal
State-reflecting skills have been applied to buffs/debuffs. Applicable
skills are Riposte Stance, Physical Mirror, and Magical Mirror.
- The Sword Symphony skill can be affected by player characters, and its power and accuracy have been increased.
- The
Mass Curse Fear effect and Word of Fear skill can be affected by player
characters, and their re-use time has been increased.
- The
effect of skills where a part of inflicted damages on an enemy can be
used to recover a player’s HP, has been changed. Previously, a player’s
HP was recovered at a certain rate of damage inflicted on target. The
new rule applies to recover a player’s HP at a ratio of the target’s
remaining HP. In other words, if the target’s HP is zero, no HP is
recovered.
- The target-canceling effect of the Shock Blast skill has been improved, and its casting time has been reduced.
- The Revival Skill’s requirement has been changed from 5% HP to 10% HP.
- The Lion Heart skill’s reuse time has been reduced.
- The application range of a skill has been changed from alliance to clan.
- The Mana Burn effect and Mana Storm skill have been decreased, and their reuse time has been extended.
- The Aura Sink effect and the Seal of Gloom skill have been reduced.
- During a duel, Heal and Recharge can be applied by a servitor.
- The Holy Weapon skill’s effect can be applied to magic.
- The following abnormal states will now be displayed by a debuff icon: Ice, Wind, Fire, Paralysis, Petrifaction, DoT, and MP.
- Previously,
spear attacks combined with a Vampiric buff would transform a certain
amount of damage into HP. Now, if the number of targets increases, the
HP recovery rate gradually decreases. For example, if a player absorbs
a certain amount of HP from the first target, a lesser amount of HP is
absorbed from the second target and an even lesser amount still from
the third target.
- A bug has been fixed where the stacking of aggression occurred when using a spear to attack several monsters.
- Only
one attribute-related attack buff can be applied. (For defense, several
buffs can be applied.) For example, if a water-attributed attack buff
is activated while fire-attributed attack buff is being applied, the
effect of the fire-attributed attack buff will be canceled.
Sieges
Changes in Siege Rules
- All attacking clans registered for siege war are in a state of temporary alliance.
- During a siege war, players are not allowed to force-attack friendly members (including headquarters attack).
- If a nonpartisan dies in a siege war, the same penalty applies as in the regular field.
- When
a registered player dies on the siege field that they're registered
for, they lose one-fourth of the normal experience loss they would
normally receive. If a character dies while attacking/defending a
castle they are not signed up for, they will lose the normal amount of
exp.
- Characters do not bump against one another (applicable to all fields).
Castle Defender NPC
- The level of the Mercenary NPC and the Castle Defenders has been increased.
- The HP and physical attack power of the King and Knight NPCs have been increased.
Fortresses & Fortress Sieges
A total of 21 fortresses have been added in each territory of Aden and the bordering lands.
About Fortress
- A Fortress is a small residential clan area, similar to a Clan Hall. It can be acquired through a siege.
- Depending on their locations, Fortresses are either large or small, and are Border or Territory Fortresses.
- One
or two Fortresses are located in each territory. They are politically
involved with the clan that owns the castle in that territory.
Fortress Rules
- Fortresses serve a similar function as a Clan Hall in such that they are a place for a clan to reside.
- A
clan that owns a Fortress can register to sieges Castles and other
Fortresses, and can claim ownership of them if they win. In this case,
the existing Fortress is owned by NPCs.
- One clan can own either a Castle or a Fortress, and a Clan Hall at the same time.
- A clan that owns a Fortress can establish a political connection with the clan that owns the Castle in that territory.
- A Blood Oath can be obtained through a Fortress siege. The Blood Oath can raise the clan’s reputation and level by 9 levels.
- While
a clan’s Fortress is under a siege, the clan cannot acquire any
ownership of other Fortresses, even if they capture another Fortress’s
flag.
- World Information – Fortress Information can be viewed on Mini-Map (Alt+M).
Fortress Siege
- A Fortress Siege lasts for one hour, and can occur once every four hours, for 24 hours a day.
- If the Flag of Fight is raised on a flag pole, the Fortress Siege ends.
- A Fortress Siege starts after 60 minutes from when it is first initiated (via sign-ups).
Siege Rules
- Fortress Siege general rules are similar to those of Castle Siege rules. Participants are classified into three groups:
friendly party, enemy party, and nonpartisan.
- The same alliance and clan become a friendly party and those without any alliances become nonpartisan.
- Once
a Fortress Siege starts, defenders are indicated by a shield icon over
their head, while attackers has are indicated by a sword icon. Also,
the siege mark color differs from one side to the other.
- Players can automatically attack enemies and nonpartisans.
- Players are not allowed to force-attack friendly members.
Siege Registration
- A
Fortress Siege registration procedure is similar to that of a Castle
Siege registration. A Fortress Siege registration can be entered by a
clan.
- A clan that is level 4+ can sign up to siege a Fortress at that specific Fortress’s Suspicious Merchant NPC.
- The
first clan that signs up to siege a specific Fortress needs to pay a
participation fee. Any clans who signs up to siege that same Fortress
later do not need to pay this fee. Any other clan that would like to
try and take the Fortress has 50 minutes to sign up.
- Once
the 50-minute time period for sign-ups has elapsed, the Suspicious
Merchant will disappear and the Fortress Siege will begin the 10-minute
countdown.
- The siege registration can be canceled through the Suspicious Merchant.
- If a clan owns the Fortress that a siege is registered against, that clan is automatically registered as the defending side.
Siege Beginning
- When a Fortress Siege begins, the area around the Fortress is considered a Siege Field.
- Registered clans can create a Siege Headquarters on that field.
- The Fortress Gate is shut down and designated guard NPCs are placed.
- If
a Fortress Defense Clan exists, the level of the guard NPCs and various
other functions are affected by the Fortress Defense Level. Also, a
“Commander” NPC will appear. The Commander NPC needs to be protected by
the Defending Clans.
Siege Action
- Inside the Fortress, anywhere from 3 to 5 camps (depending on the Fortress size) and a command camp are located in the center.
- If all the camps are captured within 10 minutes of capturing the first camp, the Command Camp’s door automatically opens.
- To capture a camp, you must kill each camp’s Commander, or you shut off the power in the Control Room.
- A
clan can use Ballista Bombs to destroy the Ballista inside the
Fortress; doing so will gain the clan a certain amount of clan
reputation.
- After the first camp falls, if players fail
to destroy the other camps within 10 minutes, the Commander NPC will
reappear and the players must destroy the camps all over again.
- If
players capture all of the camps within the time limit, the Command
Camp's doors will open and three Fortress Flags will appear inside the
Command Camp.
- There are three Fortress Flags in all. If a
player dies while carrying a Fortress Flag, the flag will reappear so
that there are always three.
- When a player acquires one of the Fortress Flags, it is automatically equipped.
- The
Fortress Flags give their bearer two skills. One of the skills is
active, and the other is passive. The skills are: 1) Flag Equipment:
Decreases a player’s run speed (passive) 2) Raise Flag: Allows you to
place the flag in the flag pole (active)
- A player who is
registered for the Fortress Siege needs to grab a Fortress Flag and
place it in the flag pole at the top of the Command Camp. When this
occurs, that clan claims the Fortress.
- When a Fortress is claimed, an Ambassador NPC is sent from that territory’s Castle.
- For
Territorial Fortresses, only an Ambassador from that territory’s Castle
appears. If the Fortress is a Border Fortress, Ambassadors will arrive
from all of the neighboring territories.
- The new clan can decide to either declare an oath of fealty to the territory’s castle or remain independent.
- A clan that owns a Border Fortress can only declare independence.
Control Room
- In
addition to placing Fortress Flags, the other way to claim a Fortress
is to shut down the Control Room. A Control Room is only available in
Large Fortresses.
- After shutting down all of the Sub Power Systems around the Control Room, a member with the “Access Card” can open its door.
- The Access Card can be obtained from Dwarves around the Control Room.
- In order to shut down a Sub Power System, wait until its health is low.
- A Maestro or Warsmith is required to shut down a Sub Power System.
- A three-digit password is required to activate the controllers in the Control Room.
- Any class can enter a password, but Maestros and Warsmiths can find the password faster.
- If an incorrect password is entered a certain number of times, the Controller will be temporarily disabled.
- When all the main power has been shut off in the Control Room, the clan claims the Fortress.
Fortress Perks
- The Manager in the Command Camp NPC offers Exp. Loss Reduction (just as in Clan Halls), Area Teleports, Support
Magic, and a Clan Warehouse.
- You
can receive various special items from the Supply Captain NPC including
bracelets, Shirts, and Talismans. You can also purchase Knight Unit and
Guard Unit skills with Clan Points.
- Also, you will receive Clan Points proportional to the length of time you've held the Fortress.
- If
you've sworn fealty to a castle, you can activate Fortress Defense
Functions and you can get a larger number of Guards (for the next
siege), and a larger number of supply items from the Supply Captain.
- Independent
Fortresses (those that have not sworn fealty to any Castle) can enter
an underground prison (Instanced Zone) by talking to the prison’s
Warder NPC.
Political Activities
- When
a Fortress is claimed by a clan, that clan may swear an oath of fealty
to the respective territory or Castle through an Ambassador NPC.
- For
Territorial Fortresses, only an Ambassador from that territory’s Castle
appears. If the Fortress is a Border Fortress, Ambassadors will arrive
from all of the neighboring territories.
- A clan that owns
a Territorial Fortress can decide to either declare an oath of fealty
to the Castle or remain independent. A clan that owns a Border Fortress
can declare independence through the Ambassador.
- An
Ambassador NPC disappears after one hour, after which if no fealty has
been sworn, the Fortress becomes an independent state.
- If a clan declares an oath of fealty to a Castle, various functions become available.
None State
- If
a clan who claims a Fortress cannot decide their stance (Contracted
State versus Independent State) by the time the Ambassador disappears,
the Fortress goes into “None State”.
- When a Fortress is in
the “None State”, its defense functions and instance zone can not be
used, but the clan can get additional functions and reputation benefits
from the Manager NPC.
Independent State
- When
a clan that captures a Fortess decides against swearing an oath of
fealty to a Castle, the Fortress will enter an Independent State.
- When a clan captures a Fortress, they may also declare Independence through the Ambassador NPC.
- When a Fortress is in an Independent state, a Castle-owning Clan in the same territory can register for a Fortress Siege.
- Fortresses that are in an Independent state cannot upgrade their defense abilities for the next siege.
- When a Fortress is Independent, Fortress Management, such as monitoring defense state, will be restricted.
- When a Fortress is Independent, the supply items from the Castle will be unavailable.
- An
Independent Fortress can partake in the instanced dungeon below the
Fortress named "Underground Prison" to get Fortress Items.
Rewards
- When a Clan claims a Fortress in a Fortress Siege, that Clan earns 100 Clan Reputation Points.
- Losing a Fortress does not result in any loss of Clan Reputation.
- Once
a Clan claims a Fortress, the Clan’s Reputation level increases every
six hours. Also the “Blood Oath” can be obtained from the Supply
Captain NPC.
- During a Fortress Siege, a Knight’s Epaulette can be obtained from a Defender NPC or a Commander NPC.
- If
“Blood Pledge", “Blood Oath” or “Knights Epaulette” are taken to Clan
Merchants, such as “Ilia” and “Hulia”, they can be traded for a certain
amount of clan reputation.
Residential Skill
- A Fortress owner obtains residential skills automatically.
- Upon
winning a Fortress, two residential skills are automatically acquired,
and for Western Borderline Fortresses, a total of three residential
skills can be obtained.
- When a clan loses a Fortress, the acquired residential skills are deleted.
Fortress Monster Prison (Instanced Zone)
- When a Fortress is in the Independent State, the Instanced Dungeon Quest can be granted by the Warden NPC.
- The
Fortress Monster Prison can be entered by a party consisting of more
than two members, and as requested by the party’s leader.
- The Fortress Monster Prison can be entered every four hours.
- Players cannot enter two instances of The Fortress Monster
Prison at a time.
- Reconnection is not available in The Fortress Monster Prison.
- When reconnected, the player is placed in front of the Dungeon Entrance NPC.
- While inside The Fortress Monster Prison, you have ten minutes to defeat the raid boss or it will disappear.
- If you kill the Raid Boss you will receive the Dungeon Leader Mark item.
- The Dungeon Leader Mark item can be traded for a Knight’s Epaulettes.
- It can be used to purchase Shirts, Bracelets, and Talismans from the Manager NPC.
Castles
Various features have been added for Castles.
Production
You can purchase Hair Accessories, Bracelets, Shirts, and Talismans from a Court Magician NPC.
- The Hair Accessories are race-specific. There are different ones for Humans, Elves, Dark Elves, Orcs, Dwarves, and Kamael.
- The Bracelet types are Iron Bracelet, Bronze Bracelet, and Steel Bracelet.
- The Shirts range from grades C to A.
- The Talisman is a Black Talisman and 51 others.
Additional Features
Additional features that were available in a Clan Hall have been added to the Castle.
- HP/MP Recovery
- Exp. Recovery
- Teleport to hunting grounds
- Additional Magic
- A new feature has been added where you can monitor the status of a Fortress from within the territory.
- You are able to identify the general status of a Fortress and its state in real-time.
Residential Skill
- A Fortress owner automatically obtains residential skills.
- Three residential skills are available per castle; they are displayed on the Clan Skill Window.
- When a Clan loses a Fortress, the acquired residential skills are automatically deleted.
Manors
As the Kamael’s Isle of Souls was included in the territory of Aden, the following changes have been applied to Aden’s Manor.
Seeds
- Low-level seeds have been added to Aden’s Manor for use in the Isle of Souls.
- The new seeds are five regular and five modified types.
Clan Halls
The NPC who appears during the siege of Bandit Stronghold, Beast Reserve, and Fortress of Resistance has had its level
adjusted. If those NPCs are attacked by players who are more than nine levels higher than that of the NPC, they will use
strong Resistance skills.
- Target NPC: Fortress of Resistance – “Bloody Lord Nurka”
- Bandit Stronghold – “Oel Mahum NPCs”
- Beast Reserve – “Frenzied Beast NPCs”
Clans
Clan Level
- Clan Level can be increased to level 9 or 10.
* Requirement for Level 9 – Clan Reputation: 40,000, Clan Members: 140+, Items: 150 Blood Oaths
* Requirement for Level 10 – Clan Reputation: 40,000, Clan Members: 140+, Items: 5 Blood Pledges
- “Blood
Oath” can be obtained by managing a Fortress or by trading with a
Castle. “Blood Pledge” can be obtained by managing a Castle.
- For the Clan Level 9 / 10, a total of 25 members of Knight can be recruited for each Order of Knights.
Residential Skill
- Clan Members of a Clan that owns either a Castle or a Fortress automatically acquire the applicable Residential Skills.
- A Clan’s Academy Members cannot acquire Residential Skills.
Sub-Unit Skill
- Clan Members can acquire Sub-Unit Skills from a Castle Court Magician NPC or a Fortress Support Captain NPC.
- Sub-Unit
Skills are only applied to Sub-Units that are selected by a Clan Leader
or a Clan Member who has management-level authority.
- The Clan Reputation, “Blood Oath”, and “Blood Pledge” are required for acquiring Sub-Unit Skills.
Residential Instance Zones
New dungeons have been added where only Clans that own a Castle or Fortress can enter.
Types of Dungeons
- Underground Dungeon: Exclusively for Clans that own a Castle
- Monster Prison: Exclusively for Clans that own a Fortress
Entrance & Exit
- Underground Dungeon: It can be entered through the Warden NPC.
- Monster Prison: It can be entered through the Warden NPC.
- Neither of the Dungeons can be entered during a siege.
- Only one party from each residence can enter the dungeon simultaneously.
- Once a party enters the dungeon, it takes four hours before another party can enter.
- Once
entered, no parties are allowed to move to outside in the middle, even
though the ownership of the residence has been changed.
- When
you restart in a Dungeon, you will be moved back outside to the
Entrance NPC. You can only enter the Dungeon again when you’ve rejoined
your party.
- After dying in a Dungeon, if you choose “To Nearby Village”, you will be moved to the exit point.
- If the final boss monster dies, all players will automatically exit after five minutes.
- A
party has only 60 minutes from when they enter a Dungeon to complete
it. After the 60 minutes is up, all players will automatically exit the
Dungeon.
- All Raid Bosses will be automatically removed if they are not attacked for 10 minutes.
- If
Dungeon Raid Bosses are attacked by players who are more than nine
levels higher than that of the Raid Boss, they will use strong
Resistance Skills.
Pet/Servitor
The Pet system has been improved for easy management and new Evolving Pets have been added.
Black Wolf
- By talking to a Pet Manager, a player can evolve a level 55+ Wolf to Black Wolf.
- Pets must be in the Summoned State in order to evolve.
- An evolved “Black Wolf” changes its appearance and skills according to its level. (Level 60-> 65-> 70)
- As a combat-type pet, the Black Wolf can assist its owner in combat.
Growth of Pets
- The weight of all pet food has been reduced to 10.
- Previously, pets’ Exp. depended on combat contribution. Now they earn a certain percentage of their master’s Exp. acquisition.
- The Exp. percentage a pet takes from its master differs from one pet type to the next.
- If
a master’s level exceeds that of his or her pet by six levels, the
pet’s Exp. acquisition receives a penalty. In this case, the reduced
portion of the Exp. is credited to the master.
- If a pet’s
level exceeds that of its master by 11 levels, the pet’s Exp.
acquisition increases. In this case, the increased portion of the Exp.
is acquired from the master.
Servitor Skill Enchant
- The level of a Servitor can be raised up to 85 through a skill enchant.
- For
each skill enchant, the stats of a servitor change, and as it improves,
the servitor’s Elemental defense value increases as well.
Servitor Experience Share
The Exp. taken by a Servitor has been reduced significantly. Some Servitors do not take any Exp. at all anymore.
- Feline Queen, Unicorn Seraphim, and Nightshade at level 70+ do not take any Exp.
- Kai the Cat, Merrow the Unicorn, and Soulless at level 70+ do not take any Exp.
- Feline King, Magnus the Unicorn, and Spectral Lord does not take any Exp.
- Kat the Cat, Boxer the Unicorn, and Shadow at level 78+ takes 18% of the Exp.
Cubic System
- A Cubic is activated when its master is in a combat mode.
- A Life Cubic applies to party member's pet or servitor.
- Hate is now applied to Cubics used by Knight Classes.
Other Updates
- Nightshade’s P/M Def. has been increased by 30%.
- Magnus the Unicorn’s type has been changed from animal to spirit.
User Interface
The overall User Interface design and font have been redesigned.
Party Information Window
- A party member’s location can be moved to another slot on the window.
- While holding the "Alt” key, the Status Window can be dragged to other spot.
- Pet/Servitor information, including HP/MP/Buff/Debuff, can be identified on the Party Member Window.
Improved Radar Feature
- The radar now shows terrain information.
- Various
features have been included on the radar, such as hiding player’s
location, fixed radar position, and party member/monster location.
Item Information Link
- You can share your item information with other players.
- When you click on an item while pressing the "Shift” key, the item information is linked automatically.
Skill Window
- Active skill information is displayed by Normal, Buff, Debuff, and Toggle on the Skill Window.
Macros
- Maximum 48 macros can be generated.
Game Option
- In the Option Menu, keyboard shortcuts can be changed.
- In Option Menu, an “Improved Shader” function has been added.
Inventory
- The location of items within a player’s inventory is stored.
- At
the upper-right corner of the Inventory page, the “Inventory Auto Sort”
button has been added. Players can press this button to automatically
sort items.
Other Changes
- If a Dwarf or Artisan class tries to delete items that can be crystallized, they are crystallized automatically instead.
- Attribute information has been added to the Character Status Window.
- Various Game Option information has been improved.
- Keys such as 1, –, 0, -, ., and = are included as shortcut keys for Enter Chat.
- Other interfaces have been improved.
Olympiad
- The size of the Olympiad Stadium has been reduced.
- Once
a player is moved to the Olympiad Stadium, he or she can select five
buffs to receive from the Olympiad Manager. Buffs are not automatically
provided.
- The game starts in a closed area and the door opens 10 seconds before the game starts.
- The heroes’ Olympiadstat can be seen at the Monument of Heroes.
Teleports
- The Kamael Village has been added to all applicable Teleport lists.
- Various Game Option information has been improved.
Other Changes
- An “Old Box” can be caught by fishing in the Hot Springs area.
- The “Preacher of Doom” Curse and the “Orator of Revelation” Blessing are applied to a Servitor.
- B and higher grade Arrow can be traded for bolts through a Black Marketeer of Mammon.
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