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Genesis

Mining System/Skill Mods.

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Mining System!

As many of you have noticed; we have added a Mining System. The Quest Begins to the south of Forsaken City, in for_fild01 ( @warp for_fild01 239 20 ) a Young Miner is having trouble collecting some mineral rocks, he will ask for your help. In Which case you will have to go inside the 2 Forsaken Underground Mines, Mining is Relatively simple here is a simple guide ( Provided by LordAbsinth) on how to do it:

speak to the Miner NPC near for_fild01 242 32;

• he'll give you a miner helmet, put it on your equipments (weared ones);

• take the warp point at bottom left side of the NPC;

• you are now in for_mine01;

• collect Old Picks and search for the "Minerals NPC" (look for dark\black stones into the mine ground and search the classic NPC cloud with a "Minerals");

• talk to Minerals NPC and find the weakest direction to broke stones (9 avaibles);

• destroy the stone then continue to pick, you can get various minerals;

• to complete the quest get: 50 Silver Ore, 50 Gold Ore, 50 Mithril Ore, 60 Green Charm Stone, 75 Enriched Elunium and 75 Enriched Oridecon;

• come back to Miner NPC (for_fild01 242 32) with the items above, talk him, u got "Forsaken Dungeon Pass";

• double click the Forsaken Dungeon Pass (is usable, infinite, tradable\storableable so no restriction relating to account\character ).

Forsaken Dungeon Cards and Mobs.

The Forsaken Dungeon mobs are unique in various ways; apart from them look very very nice they themselves drop some cards that will revolutionize PvP:

Pouring

pouring0001.jpg

Card Effect: Increase Double Strafe,Arrow Shower and Sharp Shooting by 10%.

Compounds on: Garment

Goldenring

goldenring0001.jpg

Card Effect: 25% More Damage to the Demihuman race.

Compounds on: Weapon

Goldring

goldring0001.jpg

Card Effect: 10% Chance of casting Bless on self when being attacked.

Compounds on: Armor

Usakoring

usakoring0001.jpg

Card Effect: Reduce Demihuman Damage by 35%.

Compounds on: Shield

Pandaring

pandaring0001.jpg

Card Effect: Increase Staff Crasher Damage by 10%.

Compounds on: Weapon

Dragoon Dungeon Keeper

zayon0001.jpg

Card Effect: Increase Maximum HP by 10%, Maximum SP by 5% Vit Def - 2%.

Compounds on: Footgear

Skill Modifications.

As many of you know; to improve gameplay we have started ( not finished) to change formulas as well as redoing skills to make PvP more enjoyable here are some of them:

Sword Mastery: Swordsman class

Mod: ATK increasement to 400

Explanation: Classes with "Mastery" skills are supposed to get

an edge from it.

Two-Handed Sword Mastery: Swordsman class

Mod: ATK increasement to 400

Explanation: Classes with "Mastery" skills are supposed to get

an edge from it.

1-2 Hand Spear: Swordsman class

Mod: ATK increasement to 400

Explanation: Classes with "Mastery" skills are supposed to get

an edge from it.

Safety Wall: Mage Class

Mod: Increase protected hits to an amount that can cover a wizard for

3 seconds at least, considering 195 aspd. Safety Wall duration increased by 10 hits.

Explanation: Being that Mages already have a hard time with people

who own a GTB, this would bring somewhat of a chance for them to

either attack or retreat.

Heal: Acolyte Class

Mod: *Formula*, ability to use on an Emperium.

Explanation: Priests need a reason to go int. Plus, more ways to heal an

emperium would bring defending guild an edge in WoE. Heal Increased to 14K easy, as well as delay made 1/2 of what it was.

Mace Mastery: Acolyte Class

Mod: ATK increasement to 300.

Explanation: Same as the other masteries.

Impositio Manus: Priest Class

Mod: ATK increasement to 150.

Explanation: Importance to the buff.

Sanctuary: Priest Class

Mod: Increasement to Heal effect to 7k or replacement of current

effect for an int-based formula.

Explanation: One of the two means to heal the emperium. It should

work properly according to the damage it can take.

Katar Mastery: Assassin Class

Mod: ATK increasment to 300

Explanation: Same as the other masteries

Loud Exclamation: Merchant Class

Mod: Str +10

Explanation: An edge for Whitesmiths

Axe Mastery: Alchemist Class

Mod: ATK increasment to 300

Explanation: Same as other masteries.

Faith: Crusader Class

Mod: 25,000 HP Increase.

Explanation: Crusaders are supposed to get an edge on HP with this

skill.

Iron Hand: Monk Class

Mod: +ATK increasment to +300

Explanation: Same as other masteries

Chain Combo: Monk Class

Mod: ATK 800%

Explanation: Combo Champs should be more wide-spread.

Combo Finish: Monk Class

Mod: ATK 1080%

Explanation: Same as above

Advanced Book: Monk Class

Mod: ATK 300.

Explanation: Same as other masteries

A drum on the battlefield: Bard and Dancer Class (ensemble)

Mod: +450 ATK

Explanation: Importance to Song buffs.

The ring of Nibelungen: Bard and Dancer Class (ensemble)

Mod: +525 ATK

Explanation: Importance to song buffs.

Dancing Lesson: Dancer Class

Mod: +300 ATK

Explanation: Same as other masteries.

Musical Strike: Bard Class

Mod: 350% ATK

Explanation: Pretty much one of the two offensive skills a bard can

use, should have higher attack.

Dissonance: Bard Class

Mod: Take away 5,000 HP every 3 Seconds.

Explanation: Could be useful as a support in WoE.

Throw Arrow: Dancer Class

Mod: 350% ATK

Explanation: Same as Musical Strike

Ugly Dance: Dancer Class

Mod: Takes 1,500 SP every 3 seconds, for the duration of the skill.

Explanation: Could be useful as a support in WoE.

Humming: Dancer Class

Mod: +100 hit

Explanation: Support.

Aura Blade: Lord Knight Class

Mod: +200 ATK

Arrow Vulcan: Clown/Gipsy Class

Mod: Less delay

Flying Side Kick: TaewkonDo Class

Mod: 300% ATK (3 attacks)

Union: TaekwonDo Master Class

Mod: Removal of the 8% HP per attack penalty.

Explanation: If this effect is active, it converts into more of a

backlash to Taekwondos. The benefits are not that great, DEF ignoring

damage is not so special in a high rate.

Full Buster: Gunslinger Class

Mod: Less cool down

Explanation: Nice damage modifier in the skill. I'd suppose it's not

used because of it's delay. Could bring more to do with the gunslinger

class than to be pistol and desperado.

Spread Attack: Gunslinger Class

Mod: 740% ATK

Explanation: If we consider Desperado is 550%ATK with the chance to

hit any target 10 times, this skill should be really buffed up

so Shotgun gunslingers have more of a chance to support damage in WoE.

Sonic Blow Soul Link delay decreased from 50% to 10%, Soul Link Damage decreased from 50% to 10%.

Holy Light Damage Increased by 5x

Buff Bots not allowed..

I would also like to mention that Buff Bots will not in anyway be allowed under any circumstance from this moment on. If you are caught with a Buff bot your Buffing Account will be blocked and you will receive a warning if repeated your main account will be blocked.

Enjoy.

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I sowwi Genesis, But it works now D:

ilu for helping me though.

When I get back from taking my gf bowling i'll tell you if it fully worked or not.

EDIT:Genesis, could you explain why some annoying skills didn't get a mod? Like Soul Breaker? LoL

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I have 1 question and 1 statement:

1 Did you put the location of the forsaken dungeon incase someone already gets a pass? Or do we have to look for it?

2 Shouldn't the drop rate of cards for the mobs in the Forsaken dungeon be lowered to 1% to reduce spam. Otherwise 1 person will obtain a forsaken pass. Enter the dungeon, hunt a bunch of cards, and flood the market with them.

[EDIT]: Never mind, I found out that you double click the pass and it warps you to the dungeon.

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Safety Wall: Mage Class

Mod: Increase protected hits to an amount that can cover a wizard for

3 seconds at least, considering 195 aspd. Safety Wall duration increased by 10 hits.

Explanation: Being that Mages already have a hard time with people

who own a GTB, this would bring somewhat of a chance for them to

either attack or retreat.

Just curious, is this the announced 'solution' for the magic-using classes to counter GTB?

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Buff Bots not allowed..

I would also like to mention that Buff Bots will not in anyway be allowed under any circumstance from this moment on. If you are caught with a Biff bot your Buffing Account will be blocked and you will receive a warning if repeated your main account will be blocked.

-----

This for me is the best of all the updates, Bye bye Steroids and other Buffing nabs ^^

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Just curious, is this the announced 'solution' for the magic-using classes to counter GTB?

Nope.

Wow GM nice Updates =)

Aww... the Left/Right Hand Mastery skills doesn't changed...^^

Er... if you can double equip daggers on a sinx then it does.

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