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> Lineage2.com, Interlude\T1 The kamael Обсуждаем официальный серв.
SinTeZoiD
сообщение 24.10.2007 - 16:30

Звезда форума
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повторюсь
link or noob?
Пока не будет официального линка не поверю smile.gif
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Tail
сообщение 31.10.2007 - 14:38

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Для тех кто по инету не лазиет... на Блахе появились уже давно патч ноутс про Камаэль.
Будет время - переведу, а пока - вот линк ]]>http://www.l2guru.com/forum/showthread.php?t=82829]]> (внешний)
Ниже будет copy/paste для людей с ограниченным трафиком.
Это все не новое, уже есть куча переводов, мне было лениво искать...


T1 Patch Notes


Fortresses

- 21 new fortresses added
- each fortress will be part of castles ruling area, each fortress will have the choice to choose whether or not the castle has the ruling powr over them.

Fortresses Wars
- each lasts 1~ 4 hours
- after declaration of siege, the siege starts in 60 minutes
- fortresses all contain [allies, attackers, non-related people]
- people within the alliance will be categorized on the same side
- anyone that's not belong to the same alliance but is attending the siege is categorized as non-related people

Declaration of Siege on Fortresses
- when declaration is announced, each guild is treated as 1 unit
- any guilds above level 4 can declare
- when the first declaration is announced (by any guild), in 60 minutes the siege starts, within the first 50 minutes other guilds can declare as well.
- the last 10 minutes is treated as "preparation time" no other guild is allowed to declare anymore.
- When the guild wants to change/cancel the declaration/siege, talk to NPC to cancel
- any guild that owned this fortresses will automatically be assigned as the def side

Siege Starts
- as soon as the siege starts, all areas around it will become battle ground.
- siege starts, all doors to the fortress will be closed
- If the def side has appointed def troops (NPC), these will appear at this moment.

Ownage of Fortresses
- according to each fortresses, there are between 3-5 different def points with 1 central command area
- If the attackers take over 1 of the def points, within 10 minutes they take over the other ones, the central command area door will be opened
- Take over as in take down the def NPCs at the def areas and destroy the def advice
- After taking over 1 def area, if within 10 minutes the other def areas are not taken over, then the NPC's at this area will respawn
- After all the def areas are taken down, the central command door will be opened and this is where the "flag" game starts

Flag Battle
- After the Central Command Room has been opened, there will be 3 battle flags appear in the battle ground
- When players obtain the flag, they will have the ability to place the flag
- When the player dies, the flag will disappear and the battle ground will once again contain 3 flags.
- When players get to the place within the central command area they will be able to place the flag in the specified spot
- When the above is done, end of war and fortress is taken over

Fortress rewards
- teleport, buffs and return to fortress scroll
- use the guild warehouse
- can buy t-shirt, totem, bracelet, etc
- can learn guild extended force skills
- when siege is successful, clan points will be rewarded
- when the fortress accepts the ruling from the castle, they will obtain more def and will be able to summon more def troops
Siege
- Within battle ground, players can not Ctrl+atk
- Within battle ground, players will be "walk through-a-ble" meaning you can't block the others from going through by standing there
- any players died within the battle ground that did not declare siege will be penalized the same way as in normal pve environment
- any players died within the battle ground that did delare siege will be penalized 1/4 the probability of normal cases
- any players died within the battle ground that was not the one they declare siege on will be penalized the same way as normal pve environment



Politics
- political activities is developed on the relationship in between of the castles and the fortresses
- After taking ownership of the fortresses, a NPC will appear and allow players to select whether or not to be part of the castle ruling. Limited time of 1 hour

Decision Period
- During this Period of decision, the fortress would be under "undecided" stage
- During this stage, fortresses def system can not be used

Independence
- If undecided after 1 hour of decision time, then the fortress will automatically goes independent
- When independent, fortresses need not pay any tax to the castles
- When independent, fortresses will not be able to use the "strengthen def" ability
- When independent, the castle alliance / guilds can go siege war with the fortress
- When independent, managing ability is limited
- When independent, NPC will not be selling any healing items
- When independent, fortress instant dungeon will be accessible
- When independent, castle instant dungeon will not be accessible

Submission
- if submission to castle's ruling, tax is deducted every 6 hours
- if there is not enough money in the guild warehouse, the fortress goes independent automatically right away
- if submission, all managing abilities will be usable
- if submission, NPC will be selling healing items
- healing items are categorized in 6 levels, every 6 hours it will go up in 1 level
- every time someone buys healing item, the clan points of the castle guild will go down by 10 points.
- when the fortress ownership is over 36 hours, the healing item reaches max, castle guild clan points will not be deducted at this point
- if there is not enough clan points (Guild that owns the castle), the healing item will stop at the level which it was last raised.
- if submission, fortress instant dungeon will not be accessible
- if submission, castle instant dungeon will be accessible

Other Rewards
- when taking ownership of a NPC owned fortress, clan point goes up by 300
- when the fortress is being taken away by other guilds, the 300 points will change ownership too to the new guild that took over the fortress
- After 6 hours of ownership, the guild can acquire the Oath of Blood from NPC
- During fortress siege, the guild can also obtain Knight Badge from NPC

- After taking ownership of the fortress, the guild will acquire the ability to go home automatically (return portal type of thing)
- Every fortress contains 2 special abilities, these abilities can be learned after taking ownership
- If ownership of fortress is taken away, all of the above mentioned will disappear

- During independence, guild can access monster instant dungeon
- instant dungeon requires 2 or more people in a party to access
- Every time only 1 instant dungeon can be accessed
- When the instant dungeon has been activated, within 4 hours it can not be activated again
- If disconnection occurs during this time, players will not be able to go back into the instant dungeon
- After killing the boss in the instant dungeon, a quest item will be acquired which can exchange for knight badge.
- the above mentioned "knight badge" can be used to trade for healing item in the fortress

Castles
Production ability
- can buy from palace NPC: bracelet, totem, t-shirt, accessories
- hair accessories: 5 types
- bracelets: 3
- t-shirt: 5
- totem: 52

Other abilities
- the ability to recover hp/mp
- the ability to recover exp
- the ability to buff
- the abililty to teleport


Skills (*Last Update July 16, 2007)
Source:
]]>http://lineage2.gametsg.com/index.ph...articleid=1436]]>

– All 3rd Class skills (* please note: the names of the skills might be incorrectly translated)
- Iron Shield, (all knight classes) - when being attacked, probability of raising shield def
- Shield Absorb- (All Knight Classes) - When party is being attacked, the knight takes some dmg off on himself (it's like the skill in final fantasy 7 where 1 party member blocks off the dmg)
- Song of Elements (SWS) raises def to 4 elemental effects for party
- Dance of Unity (BD) - increases party state resistence
- Counter Chance (all archer classes) - when being attacked, probaility of raising self casting speed and lowers mp usage
- Counter Semsation - (all archer classes) - when being attacked, probaility of raising PARTY'S bow type of weapon attack speed
- Counter Speed - (all archers) - when being attacked, probability of raising party moving speed
- Physical Limit (Titan) - raising spirits, within a whort amount of time reaching physical limits
- ?? Boms (scav) - Turning all the "blue mob bodies" into a time bomb, when the time's up, a big bombing attack will be carried out.
- Critical Response - (class info not yet released) - raises critical power
- Revenge Rage - (wiz) - continuous fire attack
- Diamond Stardust - (sps) - area ice attack ~> curse speed
- Rhyme of Ice - (sps) - continuous water attack
- Rhyme of Wind - (sh) - continuous wind attack
- Magic Echo - (class info not yet released) - increases mp usage + increases m.atk power
- Sacred Power - bishops - within a period of time increases the amount of hp recovery skill effect
- EE/SE - within a short period of time increases the effect of mp recharge
- Song of Guardian (wc) - lowers party dmg when under critical attack
- Seal of Incantation (dominator) - seal enemy's p.atk within an area
3 Wiz Class continuous attacks
- Explosion ??? - wizard - when it's successfully landed on the target, continuous strong fire attack before the effect is over.
- Swirl Ice ?? - sps - when it's successfully landed on the target, continous strong water attack before the effect is over
- Storm ??? - sh - when it's successfully landed on the target continuous strong wind attack before the effect is over
Other New Skills
- Equipment of Fire?? - class info not yet released - incrases elemental attack effect
- Equipment of Ice??? - class info not yet released - increases elemental attack effect
- Equipment of Wind?? - class info not yet released - increases elemental attack effect
- Equipment of Earth?? - class info not yet released - increases elemental attack effect
- Meteorite - class info not yet released - fire elemental attack
- Meteor Shower - class info not yet released - non elemental attack

July 13, 2007 Skill Correction / Adjustment
- Revenge - skills to provoke substantially increase in effect
- Agression / Strong Aggression skill effect substantially increases effect, cooldown time increases, casting speed will not affect cooldown time
- All knights will get both the Iron Shield and Shield Absorb skills
- Knight classes' Heavy Armor Mastery reduces critical dmg effect
- all archer/dagger/orc fighters' Light Armor Mastery reduces critical dmg landing rate
- The original skills that were shared by the alliance is now changed to guild only. (dominator skills etc)

Skills Adjustment
- adjustment to debuff time
- DOT skills effectiveness goes up
- UE: can evade p.atk
- Erase: cool down time increased
- shield block mastery increases more def
- the effectiveness of Eva's Shield goes down
- Shield Block skill goes down in blocking rate
- Passive Critical Chance: (only applies to Plain Walker) goes up to level 4
- Passive Critical Power (only applies to AW) goes up to level 7

- Only 1 type of Elemental Attack Effect can exist, however elemental def can have a few different types co-existing.

Skill Enchant
- When skill enchant fails, the original level will not go back to 0
- The amount of sp/exp used for skill enchant will be 3x as now
- Need another Giant book to do this

Skill Enchant exchange
- After skills had been enchanted, players can exchange between mp usage / power
- probability of losing 3 levels of this skill enchant
- Need the same book as the above

Cancelling Skil Enchant
- skills enchants can be canceled
- After cancelation players will be returned with part of the sp used for enchanting the skill
- Need to use another Giant book (to forget)

Enchant types and categories
- increased amount of skill enchant types
- added enchant content, such as different elemental attacks, weakening target skills etc.

Passive Skills can also be enchanted
Critical Rate – effectiveness
Shield Mastery - increases def of shield
Critical Effect – effectiveness
??? – increases moving speed

Scav skills 6 different types
- when doing spoiling, can take away enemy's HP
- when doing spoiling, can take away enemy's MP
- increases self def to fire type atk
- increases self def to water type atk
- increases self def to light type atk
- increases self def to dark type atk

5 ways Bishop can enchant Body of Avatar
- amount of time in effect
- reduce MP usage
- increases the amount of hp recovery
- increases p.def
- increases m.def

Other Skills Examples
Boost HP – increases CP regen rate
Prayer – increases mp regen rate
The Heart of Pa'agrio – increases def to root


Items
New items
- level 80 armors
- level 14 soul crystals - chance of succeeding in leveling to 14 with the boss at the new hunting ground
- if failure, can be taken to the Blacksmith (in the tombs) to develop it into a level 14 crystal
(the only thing is whether or not the soul crystal has to be taken to do the raid boss first or can be directly produced into a level 14 by the blacksmith)

Bracelet (don't know the name) - summons
- castle, fortresses, rainbow clan hall, + the clan hall - all members all these clans can use

bracelet that contains 6 elements?
- NPC inside castle, fortresses are selling these
- ranges from C~ S grade
- Can be crystalized but can not be enchanted
- After it's equipped, it can be equipped with some special totem
- The higher grade the bracelet, the more totems can be equipped on
- Totems are similar to projection weapons, they'll disappear after a period of time
- Totem can enhance special skills

T-shirt (adds def)
- equipped onto the slot where it was originally designed for underwear
- adds def
- can be enchanted + crystalized
- this is the reward for fortresses

- nobless specified hair accessory
- race specified hair accessories - reward from fortresses
- class specified hair accessories

level 80 special accessories
- level 80 specified usage
- these accessories adds def to different types of debuff

Auction System- Giran, Aden, Rune
- Every Mondays, Wdnesdays, Thursdays night time 8-12
- highest being 2,100,000,000
- extension of 5-8 minutes for final competition
- automatically goes to the person's inventory after auction is over

*Updated July 16, 2007*
Source: ]]>http://lineage2.gametsg.com/index.ph...articleid=1452]]>

Others
- Charm of courage - 20 minutes only
- Within a certain period of time, buffs will not disappear
- Can be used for fortresses siege

Guilds
Guild levels
- Level 9: requires clan points 40k, 140 members,
- Level 10: requires clan points 40k, 140 members

Residential Ability
- All castles / fortresses members will automatically learn the new ability to go to residential area (?)
- Academy level members will not be able to learn such ability

Instant Dungeons
- underground instant dungeon: castle specified instant dungeon
Monster cell instant dungeon: fortresses specified instant dungeon

User Interface
- UI is nicer, words are bigger
- characters, skills, guild, map UI had been revised
- the little Radar has been enhanced
- Macro increased to 48
- Party members can be re-arranged
- Can check other people's armor / weapon by moving the mouse to the conversation spot
- Players can now take movies (instead of watching them in game you can take them out as movies)

*New Update July 16, 2007*
Source:
]]>http://lineage2.gametsg.com/index.ph...articleid=1453]]>

Assistance to New Players
- all characters under level 39 will get buffs
- these buffs can be obtained from the adventure member

Quests
- quest added to get top A grade weapon blades
- quest added to get level 79-80 skill books
- Kamael 1st class change quest added
- level 50 transformation quest added

Player Related:
- When leveled, player becomes stronger (huh?)
- After level 70, player's battle status goes up

The following is PVE only, not sure about PVP
Land rate + evasion
- Above 70, land rate + evasion goes up
- Above 78, the above goes up even more
Meaning when there is a higher gap in between of levels there will be more misses. When battling between 78 and below 78 will make a big difference.

Critical (both physical + magic)
Player's level will affect critical rate. When hitting something low level more chance of doing a critical

M.def
Same as above

EXP penalty
- players below level 77 exp penalty applies when killing mobs 6 levels lower
- players above 78, penalty applies to 4 levels lower

Teams/Parties:
When partying with members that are 20 levels lower, the lowest level player will not get any exp

New Race
Kamael is categorized as dark based. When being healed, effectiveness goes down, max is 50%

Subclass (Kamael)
- can not choose other race to subclass
- other races can not subclass Kamael

After they finished 2 subclasses, the 3rd (hidden) subclass will be available
(trade your time for this hidden subclass)

Weapon Transfer:
- can trade after 1st class quest
- trade can go bothway, same rules apply (soul crystal / enchant / life ore)
- Trade rule:
2 hand sword -- ancient sword
1 hand sword -- rapier
bow -- crossbow

For Kamael Skills, please read the 3rd page of this thread for more info, or click on the following link
]]>http://www.l2guru.com/forum/showthre...t=82829&page=3]]>

Transformation

Transformation Types
- battle type, non-battle type
- cursed weapon transformation, very different from non-cursed weapon transformation

Transformation
- After getting a cursed weapon (blood sword, demon sword)
- by using transformation skills
- by equipping special transformation items

When does Transformation Stop?
- Death
- After unequipping the special transformation item
- When in water (happens only to non-cursed weapon transformation. This does not apply to cursed-weapon transformation
- When the time's up

Transformation Skills
- level 50 new quest (after quest go to Ivory Tower to learn this skill)
- different quests for different types of transformation
- After doing part of the quest, can buy transformation items from npc
- after doing part of the quest, can trade transformation items with ancient adena
- After doing part of the quest, can trade with Life Crystal

After Transformation
- will not have any death side effects
- can not take the boat
- can not summon
- can not pvp
- buffs that were originally buffed will not reset
- can still use the player's original skills
- after cursed sword transformation, a message will show in alliance/guild/pm conversation

Elemental Effects fire vs water
earth vs wind
dark vs light
(pretty sure everyone knows that)
By adding this to your weapon / armor it adds elemental effects to it. Making yourself weak/strong against different elementalized attacks.

Characteristics (like enchanting, this can fail too)
- only S grade and above armors/weapons can be equipped with this
- If a weapon is already equipped with a specific element ore, it can not be equipped again until it's removed
- Armor includes - body, helmet, gloves, boots can be equipped with elemental effects
- After weapon/armor has been equipped with elemental ores this can be viewed from the status window
- elemental ores can be obtained by killing mobs at the 2 new islands, players can exchange these ores for other elemental ores with NPC
- all summons, mobs will be elementalized

Olympiad
- battle ground has been reduced in size
- 10 seconds before battle starts, player will be in a room and will not be able to see the oppenont until the battle starts



Raids/Bosses
- antharas, baium & frintezza: p.def, m.def, max hp, hp regen rate will all go up significantly
- fire dragon: m.def, p.def, max hp goes up
- no news on the water dragon / others
Under Translation

Pets/Summons
- wolf at level 55 can change class (?)
- wolf food usage goes down
- wolf is a type of battling pet, therefore can help out in battles
- wolves will be able to learn new skills at level 60, 65, 70
- pets exp will now come from a fix % instead of the original depending on contribution to battle
- different pets have a different %
- if the master and the pet's level differ by 6 levels and above, exp penalty will apply
- summons can level up by enchanting skills (max level 85)
- summons will be able to learn new skills after skill enchant

Command Channel
- exp distribution will be equally distributed among all parties that are in a command channel
- Within this channel, any players that are 6 levels above the mob will be penalized (exp penalty)
- If a player is too far away from the mobs/parties, he/she will not be able to get any exp/sp/raid points
- raid points will be 4x as now (what's the point of this?)

S80 Weapon SA * Last Update July 17, 2007*

1 hand sword (can be exchanged for rapier)
Focus, Health, Light

2 hand sword (can be exchanged for ancient sword)
Focus, Health, Light

Bow (can be exchanged for crossbow)
Chip Shot, Guidance, Evasion

Magic Sword
Acumen, mana up, Conversion

Dagger
Focus, Evasion, Crt.Damage

Polearm
Anger, Critical Stun, Light

2 hand blunt
Anger, Health, Risk Focus

2 hand staff
Mana up, Conversion, Acumen

Fist
Risk Haste, Risk Evasion, Haste

Dual
(Dark Legion X Dark Legion)
Accuracy + 6 (when enchanted over 4)


Информация о ВОЛКАХ
Источник ]]>http://www.l2guru.com/forum/showthread.php?t=84513]]>

So far, the information from the Korea Test Server about the Wolf are as followed:
1. When the Wolf is Lv55, can go to the Pet NPC to ask for transformation
2. The Wolf learns skill every 5 levels, that means the wolf can learn skill at Lv55 / LV60 / Lv65 / Lv70
3. Wolf's Skills (don't know how to translate, just simply describe it):
Lv55 --> Attack skill for one target
Lv60 --> Attack skill for multiple targets
Lv65 --> Attack and cause bleeding
Lv70 --> Self Buffer, can increase its own attack power

Lv70 Wolf without equipment
P. Atk        656  M.Atk         467
P. Def        233  M.Def         439
Accuracy      108  Evasion        103
Critical        40  Speed         187
Atk. Spd.      278  Casting Epd.      333
Consumed Soulshot  2  Spirtshot Consumption   2
===================

Lv70 Wolf with equipment
NOTE: the best equipment for the Wolf will cost 147,000,000 (with tax at 5% rate)
P. Atk        1680  M.Atk         476
P. Def        505   M.Def         468
Accuracy      108   Evasion        103
Critical        80   Speed         187
Atk. Spd.      304   Casting Epd.      333
Consumed Soulshot  2   Spirtshot Consumption  2
===================

Lv70 Wolf with Equipment and Buff
P. Atk       2233   M.Atk        552
P. Def       534    M.Def        511
Accuracy     112    Evasion        99
Critical       110   Speed        228
Atk. Spd.      437   Casting Epd.     359
Consumed Soulshot  2   Spirtshot Consumption 2
===================

Lv70 Wolf with Equipment and Buff and Lv70 Wolf's own skill
NOTE: the Skill last for one minutes and cool time is 5 minutes
P. Atk       2904   M.Atk         552
P. Def        534   M.Def         511
Accuracy      112   Evasion        99
Critical       110   Speed         228
Atk. Spd.       437   Casting Epd.     359
Consumed Soulshot  2   Spirtshot Consumption 2

Еще интересная инфа : Если вы качаете хачлинга до 80 лвл а потом решите сделать страйдера (пройти квест) вы получите 55 лвл страйдера. Поэтому качать выше 55 хачлинга не имеет смысла, полагаю, что с волками будет подобная же история. Эта информация дальше на форуме по приведенной выше ссылке.

Энчант скиллов

Skill Enchant rates are finally unlocked for L78+.

The Success rate going from +9 -> +10 @:

L78 = 40%
L79 = 64%
L80 = 72%

А теперь тоже самое и на русском... не все могу перевести, понимаю дословно, но не понимаю иногда смысла...
Особо интересные для себя куски сделаю другим цветом...

Крепости

- добавлена 21 новая крепость
- каждая крепость будет частью области управления замка,
- каждая крепость будет иметь выбор: является ли она подчиенной замка или нет

Войны Крепостей (захваты)
- каждый длится 1 ~ 4 часа
- после декларации осады, осады запускаются через 60 минут
- крепости содержат : союзников, нападавших, людей "не относящихся к осаде"
- люди в пределах альянса будут отнесены к одной стороне
- любой, кто не принадлежит к одному альянсу, но участвует в осаде, будет отнесен к группе "не относящиеся к осаде"

Объявление Осады Крепостей
- когда осада объявлена, каждая гильдия рассматривается как 1 единица
- любые кланы выше 4 уровня могут объявить осаду
- после первого объявления осады любой гильдией, осада запускается через 60 минут, в течение первых 50 минут другие кланы могут заявить свое участие в осаде
- последние 10 минут до начала осады рассматриваются как "время для подготовки", втечение которых больше никакая гильдия не может записаться на осаду

- Когда гильдия хочет измениться/отменить осаду, необходимо поговорить с NPC
- любой клан, который был хозяином крепости, автоматически становится на сторону защиты

Начало Осады
- как только осада начинается, все области вокруг станут pvp-зоной
- все двери в крепость будут закрыты
- Если сторона защиты купила дополнительных гвардов (NPC), они появятся в момент начала осады

Захват центральной комнаты
не совсем понятно что за области и как там будет идти осада, но смысл что при определенных условиях откроются двери в центральную комнату с флагами, битва за которые и решает исход осады.

Битва за Флаги
- После открытия центральной комнаты появятся 3 флага
- Когда игроки найдут флаги, они получают возможность разместить свой флаг
- Когда игрок погибает, флаг исчезает, и появятся снова прежних 3 флага
- Флаги размещать можно только в определенной области
- После размещения флагов Крепость считается захваченной, конец осады.

Награды крепости
- телепорты, бафы, скролы возвращения в крепость
- использование склада клана
- в крепости можно купить футболку, тотем, браслет и т.д.
- можно учить дополнительные клановые атакующие скиллы
- в результате успешной осады добавляются клан-поинты
- когда крепость является подчиненной замку, она получит больше защиты и будет в состоянии вызвать больше гвардов для защиты (NPC)

Осада
- В пределах зоны сражения, игроки не могут использовать Ctrl+atk
- В пределах зоны сражения, игроки будут прозрачными для прохождения других игроков, то есть другой игрок, стоящий на пути, не будет мешать вам пройти в выбранном направлении
- любые игроки умершие в пределах зоны сражения, которые не заявляли свое участие в осаде (не записывались на осаду), получат посмертные штрафы такие же, как получают при обычном PvE
- любые игроки умершие в пределах зоны сражения, котороые участвуют в осадеа будут оштрафованы на 1/4 опыта относительно смерти в PvE
- любые игроки умершие в пределах зоны сражения за замок, на который они не записывались,а записывались на другой, будут оштрафованы как в обычном PvE


Сообщение отредактировано Tail - 31.10.2007 - 15:56
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mental
сообщение 31.10.2007 - 14:39

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Цитата
Dual
(Dark Legion X Dark Legion)
Accuracy + 6 (when enchanted over 4)

Прямо-таки убер SA biggrin.gif

В кастеты тоже возможность вставить са на хп не сделали. И лук без фокуса. И это называется топовые пушки. )

Сообщение отредактировано mental - 31.10.2007 - 14:47
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Tail
сообщение 31.10.2007 - 15:32

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Политика
- политические отношения были развиты между замками и крепостями
- После взятия крепости в собственность,появляется NPC который позволит игрокам выбирать, действительно ли крепость хочет стать подчиненной замку. Ограничение времени - в течение часа надо принять решение о подчинении замку или о независимости от замка


Период Решения
- В течение этого Периода решения, крепость находится в неопределенной стадии (не подчиняется никому)
- В течение этой стадии, система защиты крепостей не может использоваться

Независимость
- Если втечение часа хозяин крепости не принял никакого решения, то крепость автоматом считается независимой от замка
- Независимые крепости не платят замку никаких налогов
- Независимые крепости не смогут брать дополнительных гвардов для защиты на осадах
- Хозяева замков к территории которой принадлежит Крепость, в случае независимости крепости, могут прийти на осаду крепости
- Управление независимой крепостью имеет ограничения
- В независимых крепостях NPC не будет продавать никаких лечащих итемов
- Независимым крепостям доступны темницы (хз что тут имелось в виду) - может теепорт в катакомбы ближайшие - хз
- Независимым крепостям недоступны темницы замка... тоже непонятно что имеется ввиду

Подчинение замку
- налог вычитается каждые 6 часов
- если нет денег на складе клана или их недостаточно, крепость сразу же автоматически становится независимой
- доступны все возможности управления крепостью
- NPC будет продавать лечилки
- Лечилки могут иметь 6 уровней, каждые 6 часов уровен повышается на 1
- каждый раз, как то то покупает лечилки, CRP понижается на 10 поинтов
- После владения крепостью более 36 часов, лечилки достигают максимума, кланпоинты больше не будут сниматься
- Если кланпоинтов недостаточно, то лечилки остановятся в развитии на том уровне, который успели достичь пока клан поинты были
- Опять непонятные доступные темницы

Другие награды
- Когда крепость отвоевали у НПЦ добавится 300 CRP
- Когда отвоевали у другого клана - у них 300 отнимется, вам добавится
- После 6 часов владения крепостью станет доступно Oath of Blood у NPС ( не помню/не знаю что это)
- В течение осады клан может приобрести Knight Badge у NPC (тоже понятия не имею что это такое)
- После захвата в крепость можно возвращаться
- У каждой крепости есть 2 абилки которые можно изучить пока ты владеешь крепостью
- Когда крепость отнимут, все вышеперечисленное пропадет (абилки и перемещение)
- У независимых крепостей есть какая то темница с мобами, в которую может прыгнуть группа из 2х и более человек, 1 группа за 1 раз. Как только туда прыгнули, в течение 4х часов больше никто туда не попадет.Если игроков дисконнектнуло - то они при релогине не смогут попасть в течение этого времени в эту комнату. Когда партия убьет рейда, она получи итем который можно обменять на knight badge. Этот итем knight badge можно менять на лечилки в крепости.





Замки
- производят 5 типов украшений для волос, 3 типа браслетов, 5 типов футболок, 52 типа тотемов

- восстановление хп, мп, опыта
- бафы, телепорты

Переводить скилы и энчант скиллов лениво, как нить в другой раз.Переведу только то, что самой интересно.

Предметы
- новые предметы, носить которые можно с 80 лвл
- добавлен 14 уровень СА (вкачатьбудет можно в новых локациях)
- в случае поломки можно будет поменять у блексмита на 14 лвл СА (сначла обязательно надо попробовать качнуть на РБ, а потом можно тащить к кузнецу)


Браслеты
- могут использоваться только мемберами кланов владеющих:замками, крепостями, КХ
- браслеты имеют грейд от C до S
- их можно кристаллизовать но нельзя энчантить
- в них можно вставлять тотемы
- тотемы исчезают после какого то времени
- тотем может проэнчантить какой то скилл

Футболки
- одеваются в слот нижнего белья, добавляют только деф
- можно и кристализовать и энчантить
- являются наградами за крепость

Вводятся так же только ноблесс-украшения, рассовые украшения для волос - награда за крепость, классовые украшения

Украшения для 80 лвл
- только перс 80 лвл может одеть
- добавляют силу к дебафам


Система аукционов Гиран, Аден, Руна
- аукцион идет по ПН,СР,ЧТ ночью с 8 до 12
- максимальная ставка 2100кк
- торг идет от 5 до 8 минут
- после покупки лот переносится автоматом в рюкзак к купившему
(Неужели больше не надо будет сидеть на попе в трейде, а сделают как в ВоВ, хотя бы 3 дня в неделю!!!)


Кланы
- 9 лвл - чтоб купить надо 40к крп, 140 мемберов
- 10 лвл - чтоб купить надо 40к крп, 140 мемберов
- если клан владеет крепостью или замком то сможет автоматичски выучить скилл возвращения в прилегающую местность
- Академикам вышеописанная возможность будет недоступна

Помощь нубам
- баффы теперь до 39 лвл

- получить баф можно от Advanture NPC

Квесты
- квест на А грейд лезвия
- квесты на книжки 79-80 лвл скилов
- квест для камаэлек - первая профа
- квест 50 лвл для трансформации

Трансформация
- Типы - боевая/небоевая/ тренсформаци от проклятого оружия
- тренсформация отменяется в случае: смерти, снятия оружия проклятого или спец итема, в воде ( не относится к проклятому оружию), по истечению времени
- квест на трансформацию бирется в Ивори Тауэр
- для каждого типа трансформации свой квест
- после выполнения квеста можно купить итем для трансформации у НПЦ
- После квеста можно менять итем на АА
- после квеста можно покупать Life Crystal

После трансформации
- нет никаких посмертных эффектов
- нельзя сесть на корабль
- нельзя суммонить
- бафы которыке были аложены не исчезают
- можно использовать оригинальные скиллы плейера

Элементальные эффекты
Можно вставлять соответствующие эффекты в оружие, но только S грейда и выше
Эти эффекты делают сильнее/слабее отностиельно выбранного элементального типа (вода, воздух, огонь, земля, тьма, свет) Эффект можно вставлять в броники. Итемы для вставки будут падать с мобов в новых локациях, их можно менять у НПЦ, все суммоны и мобы будут также элементализированы.

Пэты и суммоны
- на 55 лвл волк может изменить класс
- волк станет меньше жрать
- волк - боевой пет и станет более полезным в битве
- волки смогут учить скиллы на 60,65,70 лвл
- петы будут получать фиксированное количество % опыта а не как раньше в зависимости от дмг
- если хозяин старше волка более чем на 6 лвл, накладывается штраф по опыту
- суммонеры смогут энчантить скиллы ( максимум 85 лвл)
- после энчанта скиллов новые станут доступны для суммонеров
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SinTeZoiD
сообщение 31.10.2007 - 16:45

Звезда форума
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Цитата(mental @ 31.10.2007 - 15:39) *

Прямо-таки убер SA biggrin.gif

В кастеты тоже возможность вставить са на хп не сделали. И лук без фокуса. И это называется топовые пушки. )

Такие красивые дуал запороть такой СА sad.gif
Хоть бы хасту дали
Мне интересно, этот собственный рифт насколько будет крут, если там такие штрафы на вход)
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viRUS
сообщение 31.10.2007 - 23:12

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Я думаю, по экспе не лучше, чем обычный рифт. Единственное, что народу посторонего мешающегося всякого не будет.
Да и не для экспы он вообще предназначен, а для набивания квест айтемов, для покупки всякой фигни в крепости у НПС.
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Tail
сообщение 5.11.2007 - 23:28

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Поехали smile.gif
Прикрепленные файлы
Прикрепленный файл  Kamael_started.JPG ( 83.91 килобайт ) Кол-во скачиваний: 5
 
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Tail
сообщение 6.11.2007 - 10:15

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Понеслась...

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


[/color]
  • 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)
[color="#ffff99"]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

[list]
[*]
Сообщение отредактировано Tail - 6.11.2007 - 10:18
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Mind
сообщение 6.11.2007 - 18:06

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ohmy.gif При тесте новой версии ла2 вроде бы дается чар 70+ лвл, а потом его удаляют, так? А если сейчас найти триалку, то смогу ли я поиграть этим чаром хай-лвл на офе? ohmy.gif
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Tail
сообщение 6.11.2007 - 18:42

Звезда форума
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В этот раз на ПТС дается чар только 1 лвл, без денег.
Мы сами расстроились, потому что тратить время на раскачку никто не хочет.
По поводу триалок - будут ли они работать на ПТС - не знаю. Попробуйте.
Вот тут можно получить триал ключ бесплатно ]]>http://adena.ru/shop/1/]]> (внешняя)
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Mind
сообщение 6.11.2007 - 19:45

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Эээх, опять все обломалсь dry.gif ... ПТС будет длиться 1 месяц? За это время люди ведь мало чего толком поймут...
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Tail
сообщение 6.11.2007 - 20:23

Звезда форума
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Да никто и не говорит, что за мес надо много понять. В Патч ноутс написано о большинстве нововведений. Ожидается, что будет идти мес, а там видно будет.
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viRUS
сообщение 6.11.2007 - 20:28

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Триалки работают. Сам сейчас там на ПТС на триалке, пока основной акк непроплачен (у меня временный перерыв от офа).

Увеличение лвл или рэйтов на ПТС скорее всего будет позже. Должно быть. Я так понял, они сделали 1 лвл сейчас, чтобы народ протестил новую рассу и новые локации, где обитают камаэли.


Первое впечатление - мило )) Жаль, что мой комп с каждыми хрониками все больше удаляется от "в принципе можно поиграть" и приближается к "ппц, кто заказывал слайд шоу?".
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Mind
сообщение 6.11.2007 - 21:48

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Цитата(viRUS @ 6.11.2007 - 20:28) *
Триалки работают. Сам сейчас там на ПТС на триалке, пока основной акк непроплачен (у меня временный перерыв от офа).

Увеличение лвл или рэйтов на ПТС скорее всего будет позже. Должно быть. Я так понял, они сделали 1 лвл сейчас, чтобы народ протестил новую рассу и новые локации, где обитают камаэли.


Первое впечатление - мило )) Жаль, что мой комп с каждыми хрониками все больше удаляется от "в принципе можно поиграть" и приближается к "ппц, кто заказывал слайд шоу?".

Ну тогда если там все же будут давать чаров не 1 лвл или повысят рейты, то отпишитесь те, кто играют на оффе, сюда.
P.S: улыбнуло про слайд-шоу biggrin.gif . У меня такой прогресс начался уже где-то с с3 biggrin.gif
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SupaDupaFly
сообщение 7.11.2007 - 20:03

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Хм, мб тогда клиентом поделитесь (и сколько он весит) ? Попробую тоже триальник замутить по ссылке выше, гляну хоть на камаэлей smile.gif
Да и я совсем забыл, куда потом с этим ключем идти и что делать. Учитывая то, что у меня есть аккаунт, на котором я раньше играл в ла2, нужно будет создавать другой по идее..

Сообщение отредактировано SupaDupaFly - 7.11.2007 - 20:05
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viRUS
сообщение 7.11.2007 - 20:43

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Цитата(SupaDupaFly @ 7.11.2007 - 20:03) *
Хм, мб тогда клиентом поделитесь (и сколько он весит) ? Попробую тоже триальник замутить по ссылке выше, гляну хоть на камаэлей smile.gif
Да и я совсем забыл, куда потом с этим ключем идти и что делать. Учитывая то, что у меня есть аккаунт, на котором я раньше играл в ла2, нужно будет создавать другой по идее..


Спешить глядеть пока особо нечего. Сам ПТС сырой. Падения НПС-сервера раз в сутки стабильно... и на много часов.
Рэйты х5.
Пинг 200+

Увеличение рэйтов будет ближе к 17 ноября. На 17-18 числа назначены осады.

С триал ключом - надо создать отдельный аккаунт.
Тут - ]]>https://secure.plaync.com/cgi-bin/accountMa...nt.pl?game=lin2]]>
Первоначально вы создаете там мастер аккаунт на сайте, в котором будут находится все ваши игровые акки (для всех игр НЦсофта), потом в мастер акке нажимаете Добавить ключик и создаете игровой акк. Он сам распознает тип ключа и игры.

После создания акка сразу зайти на серв нельзя, т.к. на ПТС база акков обновляется раз в сутки, т.е где-то через сутки после создания - можно будет играть на ПТС.

Сообщение отредактировано viRUS - 7.11.2007 - 20:44
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Neus
сообщение 11.11.2007 - 23:27
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Кто скачал уже камаэль клиент в сети есть где-нить?
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Prisoner
сообщение 17.11.2007 - 15:41

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В PTS Kamael что то Gameguard работать не хочет, пишет то ErrorCode=114,то 610( Firewall всё разрешает, даже пробовал отключать, удалял всё в Hosts, ничего не помогает.. жесть какая то.. =D

Сообщение отредактировано Prisoner - 17.11.2007 - 15:41
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Neus
сообщение 18.11.2007 - 23:37
Постоялец форума
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У Моего друга такая же проблема вроде, если решится отпиши тут.
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viRUS
сообщение 19.11.2007 - 15:19

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Немного побегал на ПТС сегодня, прошел 2-ю профу на Arbalester'a.

Интересно то, что прохождение 2-й профы за Камаэль состоит всего из 1 легкого квеста на 1.5-2 часа, который берется на 39-м лвл.

Общее впечатление - очень интересная расса, интересные скилы с красивой анимацией. Хотя у арбалестера может и не очень интересные , т.к. лучник он и в Африке лучник... но есть там и другие профы для милишников и любителей магии... В любом случае, тактика игры, составы пати могут поменяться с выходом Трон1 кардинально.

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Обмен обычного оружия на оружие для камаэлей:
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Немного скилов...
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Сообщение отредактировано viRUS - 19.11.2007 - 15:20
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