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Shiver

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  1. Like
    Shiver got a reaction from Zephry in Patch Log #037 - 10 May 2015   
    Going to assume that's what caused this to revert?
     

     
    P.S. A special thanks for fixing the AotS crosshair in the previous patch since I'm like 1 of 4 people that actually can use it. xD
  2. Like
    Shiver reacted to Luna in [EVENT] Pot of Gold   
    .....

  3. Like
    Shiver reacted to Amor in [EVENT] Core Video Contest   
    Extending the deadline to April 30, 2015 at 23:59 (11:59 PM) GMT.
     
    Also updated prize list:
    For first place now instead of 110 Armour Set (+7) you will get 110 Armour Set (+9).
    For second place now instead of 110 Armour Set (+5) you will get 110 Armour Set (+7) and 114 Untruthful Weapon (+7).
    For third place now instead of 110 Armour Set (+3) you will get 110 Armour Set (+5) and 114 Untruthful Weapon (+5).
     
    This should entice more users to applying and give more time for fabulous creations!
     
    EDIT: Also checkout my introductions I made, maybe some of you could use it? http://fiesta.core.ms/forums/index.php?/topic/901-core-fiesta-introduction/#
  4. Like
    Shiver reacted to Amor in Core Fiesta Introduction   
    What do you think?
     

  5. Like
    Shiver reacted to Amor in [EVENT] Core Video Contest   
    Introducing the second Core Fiesta Video Contest! Making memories is a great thing and encouraging new users to join the community is even better, that’s why I’d like to hit 2 birds with 1 stone by launching this video contest. Show us your creative abilities by participating and collect the generous rewards!

    Are you questioning if you're a capable director? Well you shouldn't, I would like everyone to enter this contest as all of the winners will win an Attendee award and based on the amount of participants maybe even something more. This contest is about creating memories and bringing new players to our community, so the more entries and videos we have the better. We want to show all of our good aspects and everything we have to offer and all of the good times you can have playing.

    I understand that creating a video takes a lot of effort and time, therefore unlike any other event, the prizes that the winners will receive in this one will be one of our best yet. Quality beats quantity and I want to award the winner with the best I can offer.
     
    Prizes
     

     
      Ideas

     
    Rules & Requirements:
    The video must include “Core Fiesta” in your title. The video should include keywords related to Core in the tags. (i.e. “Core Fiesta”). The video must be a minimum of 1 minute in length. The video must pertain to Core Fiesta. The video should entice viewers to join the server. The video description must contain a link to the server. The video description must also contain your game and forum name to identify the entry as yours. The video must be uploaded through YouTube. The video must not contain any inappropriate content. Contest Information:
    The contest ends on April 30, 2015 at 23:59 (11:59 PM) GMT. You may submit more than one video (but remember quality is better than quantity). This event will only be valid if there are 10 or more entries by separate individuals. All contestants will receive an Attendee award regardless. Any required footage or images may be requested from me (e.g. Logo or in game footage).  

  6. Like
    Shiver got a reaction from Ezuri in Arrow of the Sky Crosshair Size Increase   
    Arrow of the Sky is the Sharpshooter 110 skill. On retail it works as a knockback skill which hits (in a straight line) anything standing between the caster and the crosshair area. Thus the crosshair of the skill was designed to be small as it was just really used for aiming purposes.
     

     
    On Core however the skill has been altered due to what I assume are technical limitations. It works as a stun instead. Honestly I think a stun is an excellent and much needed addition to the sharpshooter skill kit, however I do have an issue with the size of the crosshair given the change.
     

     
    Unlike the retail skill, Core's version only effects what is inside the crosshair and not what is in front of it. This is fine if you only want to target a single small mob, but when you move to a larger mob placement issues occur. 
     
    Therefore my recommendation would be to increase the size of the crosshair to something bigger so that when aiming for larger mobs there isn't so much flailing your cursor around trying to find that one sweet spot.
  7. Like
    Shiver reacted to Amor in Patch Log #033 - 18 Feb 2015   
    Quick little update.
    Untruthful Weapons can now be enchanted to +11 Warrior's Code- Invincible Hero KQ max level is now 115 Fortress of Shadows max level is now 115 Increased Burning Adealia set drop rate by 5%. Magrite also drops Burning Adealia armour sets. Enabled launcher voting to get some more votes for more players.
  8. Like
    Shiver got a reaction from Zephry in Arrow of the Sky Crosshair Size Increase   
    Arrow of the Sky is the Sharpshooter 110 skill. On retail it works as a knockback skill which hits (in a straight line) anything standing between the caster and the crosshair area. Thus the crosshair of the skill was designed to be small as it was just really used for aiming purposes.
     

     
    On Core however the skill has been altered due to what I assume are technical limitations. It works as a stun instead. Honestly I think a stun is an excellent and much needed addition to the sharpshooter skill kit, however I do have an issue with the size of the crosshair given the change.
     

     
    Unlike the retail skill, Core's version only effects what is inside the crosshair and not what is in front of it. This is fine if you only want to target a single small mob, but when you move to a larger mob placement issues occur. 
     
    Therefore my recommendation would be to increase the size of the crosshair to something bigger so that when aiming for larger mobs there isn't so much flailing your cursor around trying to find that one sweet spot.
  9. Like
    Shiver reacted to LessQQMorePewPew in Lvl 55 Halloween Cleric/Fighter Shield   
    The defence of the 55 Halloween Cleric Shield is far below than it should be. Even the lvl 40 Cleric Shield from the NPC has more defence.
    According to the files the 55 Halloween Fighter Shield has 91 defence, which should be a lot higher aswell. The 50 Fighter Shield from the NPC has 110 defence.
     

  10. Like
    Shiver got a reaction from LessQQMorePewPew in Arrow of the Sky Crosshair Size Increase   
    Arrow of the Sky is the Sharpshooter 110 skill. On retail it works as a knockback skill which hits (in a straight line) anything standing between the caster and the crosshair area. Thus the crosshair of the skill was designed to be small as it was just really used for aiming purposes.
     

     
    On Core however the skill has been altered due to what I assume are technical limitations. It works as a stun instead. Honestly I think a stun is an excellent and much needed addition to the sharpshooter skill kit, however I do have an issue with the size of the crosshair given the change.
     

     
    Unlike the retail skill, Core's version only effects what is inside the crosshair and not what is in front of it. This is fine if you only want to target a single small mob, but when you move to a larger mob placement issues occur. 
     
    Therefore my recommendation would be to increase the size of the crosshair to something bigger so that when aiming for larger mobs there isn't so much flailing your cursor around trying to find that one sweet spot.
  11. Like
    Shiver reacted to Voltra in Quick Beginner's Class Guide   
    Quick Beginner's Class Guide
    The guide below is basic build recommendation. The builds shall depend on your playing style.

    Archers
    Archers are agile, precise, and deadly with any form of the bow and arrow. Clad in light leather armor, they can move in and out of battle easily. Archers have incredible aim and evasion abilities, resulting in high damage output while lowering damage taken by dodging. Being of the forest, Archers have a special bond with nature and are able to use specialized ingredients to leave their opponents bleeding, poisoned, or even diseased. As an Archer becomes more skilled, they may even learn to shoot more arrows per second, or special magical arrows. Some may even learn to snare enemies, completely blind others, or disappear from view in invisibility.

    StrengthsOriginal poison class, has all three poison types Only class with a skill to neutralize gained aggro on self Ranged Damage (Kite-ability) WeaknessesGains aggro quickly Melee Damage WeaponsCrossbow (Xbow) Bow For the Archer class, STR, DEX, END, and SPR can all be useful. INT is the only stat that is completely useless, since Archers are not based on magic, but are long-range poison control.
    The most common stat in any Archer build is DEX. SPR is usually added for critical percentage boost. STR is added for additional damage, and END may even be added for those wishing to build “Tarchers” (Tank Archers).
    Here are a list of common builds, and their general purpose:Pure STR - Damage Dealing, used to maximize the damage output of the archer. This may cause the archer to gain severe aggro from monsters. 25 SPR, rest STR - Damage Dealing, the same as the “Pure STR” build, but with the added 5% critical chance. 25 SPR, 33-50 DEX, rest STR - Damage Dealing, the 25 SPR allows for 5% critical chance and the DEX adds additional aim and evasion chances, making a damage dealer that rarely misses and often evades opponents. This creates a high damage dealer who can evade many hits. 25 SPR, 33-50 DEX, rest END - Tanking, rarely seen currently in Isya, a few archers choose some form of this build to mimic Knights. Due to archers versatility, this creates a Tanky Archer (“Tarcher”) who can gain aggro naturally from their skills and damage, then take plenty of hits or evade many without worry. The only “loss” here is that the archer cannot use the additional block rate, as they do not have shields. 25 SPR, 33-50 DEX, 50 END, rest STR - Tanking/Damage Dealer Hybrid, this is used for archers who wish to have the tanky portion of archers but the additional STR as well. Archers with this build will have additional critical chance, higher aim and evasion, tanky hp and defence boost, and the remaining is pumped directly into STR for added damage. The only downfall to this build is that it takes a long time to build correctly, and the fact that the stats are so spread out will mean that the archer is decent at almost everything, but not specialized in any one position. Ranger and Sharpshooter are the last jobs you can choose from.



    Clerics
    Clerics are exceptional healers, providing possibly the most important position to a party. Not only do Clerics have a unique array of attacks, but they have a wide variety of healing abilities and empowering skills to further increase their own (and their friends) capabilities in battle. The aura of a Cleric is inspiring, pushing allies forward into battle with confidence and security. Clerics are so gifted in their healing and support that they may even revive fallen allies in the midst of battle. Fortunately, the Cleric has incredible endurance and defense while moving between allies and supporting, such that should the Cleric become a target of the enemy, they survive to pummel enemies to dust between their hammer or mace.

    StrengthsOnly class that can heal Largest range of buffs available WeaknessesDifficulty in ranged PvP Combat, and some close up Low damage output at higher levels WeaponsMace & Shield Hammer & Shield Like the fighter class, STR, END, DEX and SPR are all useful for a cleric. INT is the only stat that holds no use whatsoever.
    Most clerics tend to focus on a build with STR or END. DEX + SPR are generally added after for extra boosts.
    Here are a list of common builds, and their purpose:Pure END - PvE + PvP This is by far the most common build, or starter build for any cleric. It’s a solid build where you can take hits if you ever happen to gain heal aggro, or attacked in PvP. Pure STR - PvE + PvP Not really a common build, but there are clerics around that prefer to go the DD route. Though it’s a hard life to start up, there have been many clerics that have pulled it off. END/SPR - PvE + PvP These two stats are the best of both worlds for a cleric. Not only does it give them HP, but also SP. A larger mana pool is always appreciated when in a heated battle. 33/50 DEX rest STR - PvE + PvP Another DD build, where clerics that are willing to sacrifice for some more aim to bash their enemies. 25 SPR rest STR - PvE + PvP Basically a DD build for those that can’t afford much sc, or just want that extra crit boost 33/50 DEX, 25 SPR, rest STR - PvE + PvP A mix of everything good to try and get the upperhand in a fight. 33/50 DEX, 25 SPR, rest END - PvE + PvP Like the build above, but more for support and taking hits. Guardian and Holy Knight are the last jobs you can choose from.



    Fighters
    Fighters are the physical beings of Isya. What Fighters lack in magical defense and magical damage, they make up with incredible endurance and steady damage. Fighters can utilize the greatest amounts of weapons ranging from one handed swords (with shields) to two handed swords to axes. This variety in weapons coupled with their wide range of attack skills provides a unique flexibility in their contribution to parties. Fighters excel in the art of effecting their opponents output abilities - slowing down attack speeds with precise hits or decreasing aiming capabilities. The choices a Fighter makes will decide whether the Fighter is an amazing tanking warrior, protecting others, or a purified damage dealing machine, defeating enemies quickly.

    StrengthsLargest range of melee attack skills available Largest physical damage output High health points High physical defense WeaknessesRanged Damage Low spirit points Low magical defense Weapons1-Handed Sword & Shield 2-Handed Sword 2-Handed Axe For the Fighter class, STR, DEX, END, and SPR can all be useful. INT is the only stat that is completely useless, since Fighters are not based on magic, but actual brute, raw, physical strength.
    The most common stats in any Fighter build, is STR and/or END. DEX & SPR are mostly added after for extra boosts.
    Here are a list of common builds, and their general purpose:Pure STR - Damage Dealing (Raids/PvE), PvP Players generally use this build if they can afford CS for critical boosting equipment. Pure END - Tanking (Raids/PvE/PvP) Want to be an impenetrable shield? Taking hits for your party from every angle, AND hold a large health meter? Pure END is where it’s at. 25 SPR rest STR - Damage Dealing (PvE), PvP Mainly used by those that can’t afford much CS and need some extra raw critical rate. 33 DEX rest STR - Damage Dealing (PvE), PvP For those that seek a boost in aim, but still want to keep most of their damage, this is for you. 50 DEX rest STR - Damage Dealing (PvE, PvP) This build gives not only a large boost to one’s aim, but evasion as well. Making you a worthy opponent to both monsters and players. 50 END, 50 DEX, rest STR/SPR - Tanking (PvE/PvP) A well-rounded tanking build, that encompasses both the natural tanking stat, as well as the dodging stat. STR/SPR is an extra option if you want some extra damage, or crits and a larger mana pool. Knight and Gladiator are the last jobs you can choose from.



    Mages
    Mages are the AoE masters of Iysa. They can burn,shock,or freeze their opposition with their powerful AoEs.They excel in this aspect better than Archers due to the incredible damage of said AoEs, and the far superior damage over time effect of being in them. This comes at a cost however, as Mages are unable to cast AoEs while moving, and thus are left vulnerable while casting. Furthermore, Mages have far less defense on their armor than Archers, and cannot match the nimble evasion that Archers possess. However, Mages have more crowd control skills to compensate for their lack of defense gear-wise. These crowd control skills are mostly single target, however and thus will not provide enough protection for the Mage against many enemies. Kill or be killed, this is the life of a Mage.

    StrengthsPowerful AoEs Wide array of crowd control High magical defense WeaknessesLow hit points Low physical defense Low evasion Weak at lower levels WeaponsStaff Wand (Level 20+) For Mages, all but Str is useful.The most common stat in a Mage's build is Int most of the time.
    Here are a list of common builds, and their general purpose:Full Int - This build is for those who want raw unhindered damage, perms , and those who can invest heavily in critical-boosting SC items to make up for the difference in cirt with the next build... 25 Spr/Int - This build is for those who cannot afford too much SC, or those that want to stack the 5% cirt chance from the 25 Spr with cirtical items to improve performance. 33 Dex/Int and 50 Dex/Int - For those that want extra aim/evasion, respectively. Would not recommend for those who plan on play Mages past 100,unless they are unable to afford Dex gears, due to the increase of aim on all weapons past that. 33 Dex/25 Spr/Int and 50 Dex/25 Spr/Int - For those who want the best of everything. Full End - Not too common, but enables sightly better tanking in PvE. All but useless in PvP, though. Warlock and Wizard are the last jobs you can choose from.



    Tricksters
    Due to their incredible speed and agility, the Trickster is an expert at dealing damage in a short amount of time. They are trained assassins, taught to detect any weaknesses and use them to their advantage. With every slash of a claw or strike of a blade, the Trickster acquires a soul– living essence used to unleash forceful attacks, powerful enough to bring even the toughest opponent to their knees.
    Tricksters can equip either claws or dual swords. They can only wear armor specific to their class and level. Their main attributes are Strength (for damage) and Dexterity (increases the ability to evade attacks). To increase your SP (spirit points), ability to use more skills, and chance for critical hits, try adding some points to spirit.
    For your skill empowers (under skills button “K” key), focus on decreasing the cooldown time of your important skill such as Claw Swipe and Lacerate. As you grow stronger, then focus on increasing the damage output of your soul consumption skills like Razor Claw and Claw Lunge.

    StrengthsFastest damage dealing class Poison and DoT damage Only class with the specialized "Soul" system which allows the Trickster to collect souls and use them to deal more damage WeaknessesRanged damage Low defense WeaponsClaws Dual Swords Common builds:Full STR - Highest damage, lower aim/evasion and crit rate. Full DEX - Highest aim/evasion, lower damage and crit rate. 25SPR rest STR - Extra 5% crit rate and good damage, lower aim/evasion. 33DEX rest STR - Decent aim/evasion and good damage, lower crit rate. 50DEX rest STR -Good aim/evasion and good damage, lower crit rate. 25SPR 33DEX rest STR - Decent damage, aim, evasion, and 5% crit boost. 25SPR 50DEX rest STR - Decent damage, good aim/evasion, and 5% crit boost. Reaper and Spectre are the last jobs you can choose from.
     
    Credits
    First of all, this mini "guide" is put together by me from a litle help of Gamigos site. You might see this posted on other servers probobly it would've been posted by me. I can provide proof if needed. Otherwise it's someone else copying trying to take credits.
  12. Like
    Shiver reacted to Skunk in 110 Bosses & 110 Sets   
    Only suggestions I have are either increasing the drop rate, or cutting the spawn time down. Making an instance requires more work than either of those and with said addition asking for either of the other two become an obsolete matter.

     

    As far as the 110 sets go, I'm pretty sure that the base stats should mimic 114 greens entirely. In some cases they're actually worse than both ML's and 114 greens, not entirely but only certain aspects. I know that every prestige suffers drastically from one of the three base stats whether it be def, mdef, or evasion when wearing that in place of the other two.

     

    The set effects are actually incorrect on some sets, most reflective would be the Knight/Gladiator set. The set effects we have now on them were actually released with the content back then, but adjustments were actually made on those two particular sets that I remember. I would suggest checking back over what sets give bonuses to what skills. As a gladiator it makes no sense to have a set that offers bonus effects to Degro Slash because 1) it's a skill I don't get upgrades for because of my prestige and 2) a skill that requires me to wield a weapon I don't use past my prestige (traditionally).

     

    Anyways, that's my two cents. Get yourself a soda m8.

  13. Like
    Shiver reacted to Zephry in 110 Bosses & 110 Sets   
    Would like to point out if this server is really keen on trying to be as close as possible to retail:
     
    110 sets are farmed from 3 different areas. 
     
    1. Eglack and Salere in Adealia Valley.
     
    2. Eglack and Salere in Burning Adealia.
     
    3. Magrite from Origin of Tree Life. 
     
    About 110 jewels. These jewels originally come from Burning Adealia to work in conjunction with 110 set effects. Like Guard's 110 set effect added with Thor Jewels set effect = A very powerful and reduced cooldown Awaken.
     
    These 110 Jewels though shouldn't be touched, besides changing their set effect description. Reason why is because even on retail, they're used just for their set effects, not their stat bonuses. Works the same away as the jewels mined from ores (Glory, Gabriel, Point, Strike).
  14. Like
    Shiver reacted to DoughyCookie in 110 Bosses & 110 Sets   
    After about a week or so since 110 sets and the jewel set have been implemented, a few of us are not exactly happy with the current way to obtain 110 gears.

    These bosses take a decent amount of effort to put down, similar to the shard skin boss that was implemented in the same patch, but can not be farmed as often nor do they have a drop rate that players find 'amusing'. I think the idea behind having a 30 min spawn time is that people can just continuously farm them throughout the day, but a party (a charmed/ranted party is HIGHLY preferred) is still almost necessary to complete these bosses, so there's actually a very small amount of time per day that these bosses are being farmed. So assuming a party farms them during the full duration of charms/ext/rants (2 hours), from my experience this averages about 3 total drops with 8 total kills (4 on each boss). Essentially this makes it slower to farm then any other purple set within the game, and also sometimes a drop or 2 of those 3 are jewels which (with their base stats) are not nearly as desired as 110 armors. 
     
    Overall this is causing us to obtain very few drops a day, even fewer of these having stats worth someone wearing, leading to upset players who charm/rant/spend 2hrs of their time farming, and have nothing or close to nothing to show for it.
     
    Suggestions: A few suggestions have been thrown around by players on how to make these bosses more worth our time, and we took into account that BA (the instance on retail these are normally obtained in) is just not an option.
    1) Decrease the spawn time on the bosses so we can farm them more frequently in the limited times we are able to. This will allow us to extend the use of our charms and get more drops on a daily basis. This will also give capped people something to do other then afking/farming 114 greens.
     
    2) Increase the drop rate on the bosses so our effort to kill them is more frequently rewarded. It really sucks when you kill both bosses without a drop from either, it feels like a waste of time really. If keeping it a 30 min spawn is really important to prevent people from spam-farming it or whatever, at least increase the drop rate so we're farming more than pots/stones/mats.
     
    3) Make it an instance. This has been the most frequent suggestion I've heard, with most desiring it to be something like shard instance. I feel like it could also be successfully implemented as a guild instance (similar to noit) with a short spawn time (again, similar to noit). Since there's 2  bosses, there's a few different ways you could go with this. You could have both the bosses in the same instance and just have them spawn at the beginning together, so people have to work for the drops. Or, they could have their own instances and spawn some depraved mobs when they reach 2/3 and 1/3 hp.
     
    Personally I believe the best option would be to make it similar to shard instance, either have both in the same instance or have them spawn mobs to increase the difficulty of farming them, and the drop rate should definitely be increased (I think it should be increased even if it becomes an instance or not, we just have far too little to show for how hard we've worked to get 110 drops).  
     
    Also on the subject of 110 sets, I had an idea for their set effects but haven't discussed it with anyone so would love to hear opinions on it. As far as I know (haven't spoken to someone of every prestige but talked to a few) the set effects on 110s are just lame. The best reaction I've seen to their effects is 'Meh.' For example, the Guardian set effect empowers Awaken, a skill that is only for HK's after 100 (why would their 110 set empower a HK skill, doesn't make sense). 
    But, something everyone seems to be happy with (or will be happy with once it works as intended/is implemented) are 110 skills. They're fun, they're strong, and they work with what that prestige is meant for. So I figured it would be a lot more exciting (and it would motivate people to wear 110 sets over mls/114 greens) if the 110 sets empowered the 110 skill associated with that class (Such as 2 pieces = decease sp consumption, 3 pieces = decreased cd, 4 pieces = increased dmg)
    Obviously since not all 110 skills are working and the WL 110 isn't implemented yet, this is looking into the future assuming the skills are fixed (Reap skill does m.dmg, guard skill does nothing, HK skill only knocks back doesn't heal/increase dmg) and the WL skill is added.
     
    tldr: 110 bosses are bullies, rarely drop stuff for us, suggested they either spawn faster/increase drop rate/are made into an instance (like shard or noit). Also, 110 set effects (that I know of) are poo, suggested they empower 110 skills once those are fixed. 
  15. Like
    Shiver reacted to selene in How to add exceptions to your Anti-Virus and Windows Firewall   
    Hi everyone~ Just sharing some info in the case your client keeps getting detected as a virus and you don't know/can't find how to exclude your game folders from anti-virus scan or windows firewall!
     
    First of all, a quick explanation: The Core folder does not contain a virus, it's called false positive, it happens when your AV software erroneously identifies a file as malicious. If you keep  your virus library  up-to-date, you are less likely to find this issue.
     
    Here are some of the most used AV softwares, some options may vary depending on your current version~
     
    AVG


    avast!

     
    ESET NOD32
     
     
    Norton
     
     
     
    Now for the windows firewall:
     
    Windows 8 and Windows 7
     
     
     
    Windows XP
     
     
     
  16. Like
    Shiver reacted to Zephry in Few bugs that may not be bugs   
    This new patch full of content was awesome and all but there's a few things that been bothering me.
     
    1. Psiken in Psiken Mansion:
    She doesn't drop anything at all, nor do the dogs. She's suppose to drop a series of 114 Green weapons called Psikens. In order to tell the difference from a Chimera and Psiken weapon here you go - (these are not from Core Online)
     

     
    2. Adealia and Adealia Valley:
    On your friendlist they're the same map labeled Adealia.
     
    The mobs don't drop anything besides Quest Items if you have said quest. This should be changed to where they drop normal mats/gear/weapon/scrolls like any other mob.
     
    When you take a quest from Adealia, the quest tracker which shows where the mob is located is awfully wrong. It displays the location on the Town Adealia instead of Adealia Valley where the mob is at.
     
    3. Enhancement Bonuses:
    Since we have the chance to use 114/110 there's one thing I would like to point out.

     
    A 114 Weapon/Armor should not have the same enhancement bonus as a 105 weapon/armor. If you look at the above picture about Chimera and Psiken weapons you'll see why.
     
    Here you'll see the difference: (Again not pictures from Core Online. Old too cuz no HP and additional damage on SQ Axe)
     

     
    4. 110 Reaper Skill Killer's Order deals Magical Damage instead of Physical Damage.
    How ever this also the same with other trickster skills such as Soul Trap and Harsh Blow.
     
    5. 110 Wizard Skill Meteor deals the meteor damage before it actually falls and consumes x4 more SP than usual.
     
    6. Mobs in Psiken Mansion and Psiken Garden don't give drops such as weapon/armor/mats/town scrolls.
     
    7. Can't use town warp scrolls while in Psiken Mansion and Psiken Garden.
     
    8. Lucky House Guide map is glitched with no way out.
     
    9. Adealia Battle Zone Guard is incorrect. If you enter, you go inside the Forest Perimeter of the Alberstol Ruin Battle Zone Guard which contains 100 Abyss.
     
    10. Where is Level Guard 110 and 120? (I assume abyss zones)
  17. Like
    Shiver reacted to Amor in Patch Log #032 - 03 Jan 2015   
    Update:
    Corrected Karen Wings desc Corrected Angel wings desc Added stats to new costumes. Badges now give +70 max.
  18. Like
    Shiver reacted to Amor in Patch Log #032 - 03 Jan 2015   
    Here is a somewhat late Christmas and New Year present. Enjoy!

    Skills: Added Recovering Blow [04]. Added Eradicate [04] & [05]. Added Spirit Shot [08] & [09]. Added Annihilating Power [05]. Added Vital Attack [04]. Added Thunder Bolt [04]. Added Shame [01] & [02]. Updated Magic Blast Damage. Interface: Removed Christmas Background. Changed Menu Label Background. Changed Help Button to Vote Button (Default F10). Changed Client Loading Screen. Updated World Map. Models, Textures & Animations: Updated Bone Imp Model. Updated Crab Model. Updated Greenky Model. Updated Honeying Model. Updated Hungry Wolf Model. Updated Angry Wolf Model. Updated King Mushroom Model. Updated Little Hob Model. Updated Hero Slime. Updated Blue Crab. Updated Speedy Honeying. Updated Speedy Slime. Updated Player Character Animations. Added Level Guard (110). Added Level Guard (120). Added Baby Mandrake. Added Gold Present Box. Added Black Present Box. Added Silver Present Box. Added Snowy Present Box. Added Snow Slime. Added Prankster Boss Kebing. Items: Added Adealia Recall Scroll. Added Untruthful Weapons. (+11) Added Burning Adealia 110 Armour Sets. (+10) Added Thor Jewellery. Updated Aura Sale Price. Monsters, Bosses & Drops: Rebalanced Monsters in Adealia. Rebalanced Monsters in Kahal Plains. Rebalanced Monsters in Psyken Garden. Rebalanced Monsters in Psyken Mansion. Added Salare to Adealia. Drops 110 Armour and Thor Jewels. 30 Minute Respawn. Added Eglack to Adealia. Drops 110 Armour and Thor Jewels. 30 Minute Respawn. Added Shard Isnstance to Dark Land. Added Monsters to Psyken Garden. Added Monsters to Psyken Mansion. Updated Attack Sequence for Dark Ape. Updated Attack Sequence for Black Spike Horn. Updated Attack Sequence for Depraved Spearman. Updated Attack Sequence for Depraved Ranger. Updated Attack Sequence for Depraved Fighters. Updated Attack Sequence for Depraved Knight. Updated Attack Sequence for Tornado. Updated Attack Sequence for Great Tornado. Updated Attack Sequence for Dark Nepilim. Updated Attack Sequence for Shadow Elf Thief. Updated Attack Sequence for Shadow Elf Mage. Updated Attack Sequence for Dark Lich. Updated Attack Sequence for Wild Ape. Updated Attack Sequence for Wild LeoPard. Updated Attack Sequence for Depraved Elf Cleric. Updated Attack Sequence for Depraved Elf Archer. Updated Attack Sequence for Depraved Elf Mage. Updated Attack Sequence for Depraved Elf Thief. Updated Attack Sequence for Depraved Elf Sage. Maps: Updated Forest of Tides. Updated Karen Portal. Removed Snow Weather Effect from: Roumen, Elderine, Uruga and Alberstol Ruins. Removed Snow from: Roumen, Elderine, Uruga and Alberstol Ruins. Removed Christmas Tree from: Roumen, Elderine, Uruga and Alverstol Ruins. Removed Mr.Frost from: Roumen, Elderine, Uruga and Alverstol Ruins. Added Hideout. Added Psyken Mansion. Added Psyken Garden. Mounts: Added Wooden Train Mount (30 Days). Added Angel Wings (Permanent). Changed Wings of Flight Description. Changed Wings of Flight Speed to 285. Changed Mechanical Titan Keep Time to Permanent. Changed Mechanical Titan Speed to 285. Costumes: Added Deku Mask (30 Days). Added Arabian Dreams (30 Days). Added Musketeer Suit (30 Days). Added Victorian Steampunk (30 Days). Added Egyptian God (30 Days). Added Doctor's Gown (30 Days). Added Isya Tech MK I (30 Days). Added Equestrian Gear (30 Days). Added White Silk Scarf (30 Days). Added Jackal Hat (30 Days). Added Cat Hat (30 Days). Added Victorian Steampunk Hat (30 Days). Added Musketeer Hat (30 Days). Added Musketeer Noise Maker (30 Days). Added Aladdin Slime (30 Days). Added Arabian Dreams Turban (30 Days). Added Doctor's Hat (30 Days). Added First Aid Kit (30 Days). Added Isya Tech Wings (30 Days). Added Isya Tech Glasses (30 Days). Added Isya Tech Helmet (30 Days). Added Poinsettia Costume (30 Days). Added Merry Kebing (30 Days). Added Christmas Cap (30 Days). Added Frosty the Penguin (30 Days). Mini Houses: Added Sweet Mushroom House (30 Days). Added Conch Mini House (30 Days). Added Tower Tech 3000 (30 Days. Added Genie Lamp (30 Days). Added Haunted Clock Mini House (30 Days). Added Holiday Surprise Mini House (30 Days). Added Roumen's Lighthouse (30 Days). Added Spring Garden House (30 Days). Added Blessed Pagoda (30 Days). Added Skeletal House (30 Days). Added Takoyaki Stand Mini House (30 Days). Added Treasure Chest (30 Days). Added Millers House (30 Days). Added Christmas Pyramid (30 Days). Removed Several Mini Houses (7 Days, 60 Days, 90 Days & Permanent). Events:Event Prizes Have Been Given Out.
  19. Like
    Shiver got a reaction from Zephry in Suggestions for 105+ Gameplay   
    Noit pls.
  20. Like
    Shiver got a reaction from Skunk in Suggestions for 105+ Gameplay   
    Noit pls.
  21. Like
    Shiver reacted to Vanity in Christmas Music   
    Seen TSO Live 3 times. Shows are AMAZING!
     
    Was going to post this one but you got to it first. xD
  22. Like
    Shiver reacted to FitzChevalerie in What's New on Core?   
    Permanent. 260 speed
     
    (raise the speed on karen mount please At least 280 to match pegasus speed or 300 to be better)
  23. Like
    Shiver got a reaction from Zephry in Suggestions for 105+ Gameplay   
    Eh tl;dr, I skimmed a bit and only touched on a few things...overall I agree with most of what has been said.
     
    I know sharpshooters aren't particularly known for having high def/mdef but the focalor one-hits me every aoe he does and mind you I'm full ml geared (except for my top), full +9 except for one ring, and full scrolled/charmed. Seems a bit much to me. Even if I enhance that ring I doubt I'll survive it.
     
    It's 143 bil at 114, just asked Salt.
     
    I think the idea of old KQs for higher levels is great. It plays into the nostalgia factor for those of us who actually did these KQs in massive groups back in the day. Also not to mention they go almost untouched currently and it just seems like a lot of interesting content going to waste.
     
    I would have to agree, if the content that was mentioned was introduced then not only would there be more incentive to level, but also more ways to level. I don't think the exp would seem so much then, and with new content classes like clerics would be needed which gives people an incentive to help them level.
  24. Like
    Shiver reacted to Amor in New Map   
    I wanted to eliminate unnecessary, unused maps and make a small cozy and compact map where everyone can be together.
     
    At the moment, there are about 4 maps that can be condensed into 1. These maps are all unnecessarily large and only contain about several different types of mobs. In addition to this, leveling from 1 to 20 is fast so you wiz by those maps in an hour and never go back to them.
     
    If I make 1 map for level 1 to 20 and compact everything then not only will new players see each other more often and not only will they see higher level players while leveling but they can meet other players who are also leveling and party up with them. 
     
    Removing these maps and mobs will also save resources on the server, possibly reducing lag.
     
    Not only that but all of the players will be able to experience a new map, completely re-done with new textures and some new mobs and models. The map will be the new Forest of Tides.
     
    I think this will be good and a benefit for everyone.
     
    Here is a rough sketch / plan of the map.
     

     
    The green area where it says Roumen will contain all of the NPC's from Roumen.
     
    I would like your feedback and opinions on this change. This will not interfere with the higher level updates, those will still go on as scheduled.
  25. Like
    Shiver got a reaction from Skunk in Suggestions for 105+ Gameplay   
    Eh tl;dr, I skimmed a bit and only touched on a few things...overall I agree with most of what has been said.
     
    I know sharpshooters aren't particularly known for having high def/mdef but the focalor one-hits me every aoe he does and mind you I'm full ml geared (except for my top), full +9 except for one ring, and full scrolled/charmed. Seems a bit much to me. Even if I enhance that ring I doubt I'll survive it.
     
    It's 143 bil at 114, just asked Salt.
     
    I think the idea of old KQs for higher levels is great. It plays into the nostalgia factor for those of us who actually did these KQs in massive groups back in the day. Also not to mention they go almost untouched currently and it just seems like a lot of interesting content going to waste.
     
    I would have to agree, if the content that was mentioned was introduced then not only would there be more incentive to level, but also more ways to level. I don't think the exp would seem so much then, and with new content classes like clerics would be needed which gives people an incentive to help them level.
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