With todays server save, we have applied the already announced patch for items including several other issues which have been reported recently.
Item Patch:
We have performed a change on the level requirements of each category, offering the chance for lower levels to be able to wear items a little earlier.
The changes look as follows:
Category | Old Level | New Level |
Enchanted | 12 | 6 |
Magic | 27 | 16 |
Blessed | 64 | 45 |
Ancient | 94 | 80 |
Furthermore, we have reduced the required level for several rings and amulets to allow them to be weared even on Adara after a certein level is reached.
Monsters and Loot
With the patch we also changed several monsters to balance them even more.
For example the experience of Rotworms, Death, Templar Magicians, Lost Souls and other creatures have been increased as stronger creatures yielded more experience.
Furthermore, the creatures you will face around Malikanu, Dar'Saye and Oakvale have been adjusted in their chance to drop usefull items. Furthermore, we have added additional lootable items to some creatures which should offer a better start into the game and making it valuable to hunt certain monsters for a longer time to allow players to loot items with even better stats.
Wand Patch
With this update we have also changed the requirements of Wands and their effect. Wands will no longer require a level on which they can be used. Only the wisdom level is now required.
Furthermore, we have removed the buyable Clan Wands from all Magic Sellers inside the city and removed the first wand you receive once you talk to an Magic Trader.
As compensation, the Magic Traders will sell two new Holy Wands which are dealing better damage for additional mana cost. This was done because some creatures at the beginning have a resistance against some conditions (death for example) which will just make it hard without elemental break or clan bonus values. Therefor Holy is very good at the beginning which will change as soon as you joined a clan with some clan points. Then the elemental Wands would be the best choice.
The first Wand you can buy from the Clans will deal about the same base damage as the weakest Holy Wand you can buy. However, the mana cost for the clan wands is lowered by 2 points each shot which should make them more attractive and the stronger you get on the clan (with clan points and wisdom) the more damage you will deal with those wands.
Up to that, the best wand available will only consume 20 mana points per shot. You can now imagine how much mana each wand is using when Clan Wands start with 4 mana points which increases by 2 points for each better wand.
Bugfixes
We have addressed an issue with Lifedrain Melee from Monsters, which caused damage to be applied twice.
This effect caused Pirate Skeletons for example to one-hit some players.
Furthermore we have applied a patch which caused a slight problem with the counter for Monster / Npc kill quests.
It could happen that after you killed a quest Monster or an quest Npc, the Counter said
Killed 0 of 2 .... This issue is now fixed and the counter should work normally again.
Futher Improvements which will be applied soon
We are already working on the next part of the Story, which should be done at the end of June allowing you to obtain another Book Page.
Furthermore, we will add 4 new random attributes with the next update all new items can obtain:
+x% of damage to health: This will (like the spell 'Revenge' for Archers) calculate the percent value from all dealt damage and add it to your current health (like healing)
+x% of damage to mana: Same as above, but will add mana instead of health
+x to healing potions: This value will increase the healing amount of all potions which add health
+x to mana potions: Same as above, but applies to mana potions instead
Up to that, we are aware that some Monsters / Bosses do not own a corpse. Either because they are pure elemental creatures (Slimes, Water Elementals) or simply because their body turns into a teleporter.
With the next update, this will change as well. Instead of no loot, the items will be added around the 'corpse' in case there is space enough. Therefor you can hunt even nasty Boss Monsters with a teleporter corpse and get good loot from them. Also hunting Slimes or Water Elementals will become handy, as they will then drop loot which will help you in your fight against all the evil around.
With the next update, there will also be 2 new party spells available:
Mercenaries:
Iron Shield: This spell will increase the effect of the shield against creatures. For each spell stage, you will receive +4 to shielding as well as +1 attack you can block the same time (without the spell it's 2). In case you are surrounded by 3 creatures dealing 3 attacks per round, you will be able to block all attacks with your shield on stage 1. If 4 creatures are around you, you will only be able to block 3 attacks at once on stage 1 and the last attack will pass the shield. On stage 2 of the spell, you could block that one as well.
Archers:
Iron Skin: This spell will increase the resistance against Physical Damage by a value of 5% for each spell stage for a certain time, which allws you to be able to block even harder creatures with lots of melee damage.
We will keep you informed about further changes soon and wish you alot of fun while playing!
Your
PhiadariaSoft Team