Администратор Magicsea Magicsea Опубликовано 28 апреля Опубликовано 28 апреля Поделиться Dear players! Three weeks have passed since the last update — and we're ready to share the biggest patch in months. We're raising the level cap to 75, opening four new locations, continuing the main storyline, adding two new dungeons, reworking the fairy system, expanding PvP, and fixing dozens of minor bugs. In short: for the first time since launch, there's full-fledged content for level 70+ players, and the endgame is no longer a dead end. Updates ⚓ Main event: maximum level — 75! The old level cap of 70 had become too tight. Players would reach 70, equip their Chaos set — and hit a wall, with nowhere left to grow. We've finally expanded the world beyond level 70. - New character maximum — level 75. - The experience curve between 70 and 75 has been reworked: each new level is roughly 40% longer than the previous one. The cap phase is a marathon, not a sprint. - A new +6 gem line has been activated (Fury, Wind, Soul, Strike, Colossus) — these now work fully on level 75 cap gear. - Gear enhancement has been extended to +35 — giving top characters a long-term upgrade goal. 🌸 Four new endgame locations Previously, 70+ players were killing level 60–80 mobs in 1–2 hits — there was simply no balance for a 75 cap. The endgame route is now structured as a stepped progression across four islands. Vesnograd — port city A major endgame hub. All cap-phase routes start from here. In Vesnograd you'll be met by artisans, traders, wandering sailors, and mentors. The main storyline also continues here. - Expanded mob garrison on the approaches to the city. - New daily quest on Spring Island. - Tickets to Vesnograd and Summer Island added to standard portal-keeper shops. - A convenient safe zone with a banker, blacksmith, and portal-keeper. The Tomb — ancient secrets An ancient cemetery and catacombs beneath the hills. Level 72–73 mobs — a series of cursed corpses. A location for prepared parties: dangerous ambushes hide behind the seemingly harmless scenery. Respawn timers have been tweaked — farming is now more predictable. Jade Cave — the golem triad A cave containing three elemental golems of level 75: - Rock Golem — DPS-tank with a long-lasting DoT curse. - Granite Golem — magic-resist champion. Physical attacks work on it; mages are powerless. - Jade Golem — stun-controller, briefly stuns targets. Jade ore now drops in greater quantities — more resource spawn points, higher drop chance. Summer Island — finale of the 75-cap route Tropical beaches, lizardman tribes, and ancient warriors. Mobs are level 74–77, and two final bosses at levels 81–82 await you in the heart of the island. - Lizardman Warrior Commander (lvl 81) — the route's final boss, a 5–15 minute party fight. - Evil Tribal Chief (lvl 82) — a parallel finale, a separate chain of battles. - Cunning Fox on Spring Island (lvl 76) — a story mini-boss with a unique paired charm mechanic. Each boss has its own ultimate ability used once every 1–1.5 minutes — group waves of charm, battle rage, fire curses. There are no "damage sponges" — every fight has its own tactics. The camp by the pier has been redesigned so a party can safely assemble before a raid. 📜 Story continuation and the Seasonal Islands The main storyline receives new quests. The continuation can be picked up from the Archivist; together with his companions, he will point the way to the new Underwater Tunnel linking Ledyn and the Seasonal Islands. A "Language Barrier" quest has appeared — it can be picked up from the portal-keeper and is required to understand the inhabitants of Spring Island. If you get tired of grinding, you can always buy a unique fruit from the Treasure Hunter! 🌊 New PvE dungeon: Underwater Tunnel A brand-new solo endgame dungeon — the Underwater Tunnel. The starting point of the 75-cap route, accessible to players level 70+. - Mobs are level 70–71 — a bridge between Chaos 70 and the endgame islands. - Tunnel access map — sold by the Grocer. - A chest at the exit — for those who clear the entire map. Bonus resources and materials. - A daily quest is automatically issued upon entering — a reason to return every day. - Loot — crafting materials and rare components for the level 75 cap set. - Underwater atmosphere: coral corridors, glowing creatures, the ancient ruins of a sunken temple. The perfect entry point into the cap phase — here players master the 70+ combat tempo before tackling tougher locations. 🏴☠️ New guild PvPvE: Pirate Battle A completely new guild location — Pirate Battle. The map is split into four sectors, each with its own pirate faction: - Northwest: the Beards clan with cold swords. - Northeast: Northern pirates — spearmen and archers. - Southwest: Jacks clan — the best swordsmen. - Southeast: Sakura clan — agile saboteurs. Each sector holds a mini-boss with unique tactics and skills. The final boss — Jolly Jack — awaits in the center of the map after all sectors are cleared. - The map is designed for guilds level 70–75. - Access via the navigation window (a guild is required). - The loot chest is now 3 times "fatter" — it won't be easy to crack. - Sector leaders have gained new skills for varied boss phases. - Loot — top-tier materials and gear for the cap set. "Fat" opponents with heavy hits, thematic debuffs, and carefully designed combat phases. 📦 Guild courier delivery (available from 15 May) A new daily guild activity — courier delivery from Vesnograd to Summer Island. How it works: 1. Every day from 20:00 to 22:00, a Mercenary in Vesnograd issues a package. 2. Any guild member level 70+ can take the delivery (one courier per guild). 3. The courier is slowed, cannot use skills or attacks, cannot teleport or enter a dungeon — only travelling on foot through level 70–77 mobs. 4. The guild can escort the courier as a group. 5. The courier must reach the Recipient on Summer Island within 30 minutes. 6. Reward — experience and guild rating directly to the guild bank (taking into account all bonuses: Monday ×2, Wednesday/Thursday ×3, ranking position). A global chat announcement fires upon start, success, and failure — every delivery becomes a server-wide event. A rival guild can intercept the courier on the route — this is full-on PvP content. The courier is visually marked — easy to spot along the way. 🦊 The fox pair: Kitsune and Fox Daoist All these years, Kitsune only charmed male heroes — Lances and Carci, leaving Phyllis and Amy out. Now she has a paired mob — Fox Daoist — who has mastered mirror sorcery specifically targeting female races. - Kitsune charms Lance and Carci. - Fox Daoist — a paired mob with a spell that charms Phyllis and Amy. - The Cunning Fox boss on Spring Island wields both branches of magic — no one escapes without a charm. - A new consumable — a fox-charm protection amulet — protects all four races. One or two in the pocket, and neither Kitsune, Fox Daoist, nor the Cunning Fox can touch you. The amulet is sold in Vesnograd or by the Adept of Kares. 🐲 Cap-route creature balancing All endgame locations have undergone extensive balancing: - The spring-summer islands received the paired Fox Daoist skill and team-based final battles. - 17 cap-level mobs now have increased defense, more logical damage, and thematic debuffs. - The archetype classifier has been expanded — the server now understands more accurately which mob fits which role. This results in more precise experience awards and fairer fights. - The Jade Cave golem triad has been lowered from level 80 to 75 — now accessible to cap-phase players, not just endgamers. - Summer mob accuracy has been recalibrated — they hit mid-tier players reliably but don't always pierce top players' evasion. - Wipe-lizard nerf — no longer wipes a party in a single hit. - Anti-tank damage has been toned down — the tank role feels comfortable again. - Chaos mobs now relentlessly chase the player across the entire map — the "run away and hide" tactic no longer works. 🏚 Regular mob debuffs in dungeons Mobs in Ancient Ruins, Ice Cave, and the Great Mire used to attack in a rather monotonous way — a plain hit. We've added thematic debuffs to 15 regular mobs in these locations. PvE versions are mild, PvP versions are stronger: - Ancient Ruins — poison (10–15 seconds, stacks). - Ice Cave — frost: light slow in PvE, full freeze for 4 seconds in the PvP version. - Great Mire — bog grasp: roots + damage tick, a long bind by PvP standards. 7 mini-bosses in the City, Mire, and Cave have received unique skills. Old legacy debuff durations have been normalized — no more 3-minute fire curses from a common mob. 🧚 New fairy progression We've been gathering chat feedback for a long time: "fairy grows in half a day, skills level up easily, the generation mechanic is useless." We decided to overhaul the entire progression cycle. Main change: a fairy's power — its "generation" — is now the sum of the levels of all learned skills, not a stat set upon acquisition. New fairy progression cycle: 1. Acquire a fairy (e.g., from a box) — it starts at level 0. 2. Feed the fairy fruits to raise it to level 30. 3. Only then can you learn a new skill or upgrade an existing one. Skill books no longer work at any intermediate fairy stage. 4. After a successful skill learn/upgrade, the fairy resets to its initial state: stats 0, experience bar empty, stamina restored. But the learned skills are kept! 5. You push the fairy back to level 30 — but now it grows a little slower because it has more skills. 6. Learn the next skill — another reset. And so on up to a total of 12 skill levels. What this gives: - A top fairy is a long-term investment. A fully maxed fairy grows 13 times slower between cycles. - The fairy's experience bonus is now tied to its progress: up to +6% experience to the player at maximum fairy. - Skill reset books become a strategic tool — they lower the "generation" and speed growth back up. Additionally: a cooldown on growth fruits has been added — no more spam of "fairy already at maximum" when auto-using from the hotbar. 💰 Gold theft on player kill A big treat for PvP enthusiasts: when killing another player in the open world, there is now a 75% chance to take a portion of their gold. - The victim loses 0.6% of their gold. - The killer gains 0.5%. Protection: theft ward A new consumable — a gold-loss ward — is now on sale from the Adept of Kares. If it's in the inventory, upon a PvP death the ward is destroyed instead of losing gold. The victim loses no coins. Important: Chaos Maps, arenas, Dream City, Pirate Battle — gold theft does not work there. This applies only to the open world. Voodoo Doll — now works in PvP Previously, the Voodoo Doll protected against experience loss only upon death from mobs. If a player killed you, the experience was still lost, the doll "slept." Now the doll also protects on PvP death. The doll is sold by the Adept of Kares. 🎣 Fishing changes For level 3 and 4 fishing spots, the 2nd mini-game has become harder. To fish successfully, you now need to tap on a bubble of a specific color. This is to add variety to the fishing process at higher levels. 📰 News Window There is now an in-game News Window. You can stay up to date with all game events without leaving the game. Expect lots of news and events in the future. ⚔️ New Battle Power formula The Battle Power (overall character power indicator) formula has been rewritten from scratch. It is now: - Linear — equal stat increments give equal BP increments. - Unified — previously the formula differed per class, which was misleading. Now it's the same for everyone. - Balanced in spread — tank / DPS / mage now differ by less than 1.4 times in final BP. Players of the same level and similar gear now have comparable BP — no more "class effect" where a mage randomly had +30% BP due to the formula, not actual power. 🛒 New items on sale Key consumables are now available: - Voodoo Doll — experience protection on death (including PvP). - Gold-loss ward — protection against theft in PvP. Both are sold by the Adept of Kares. Additionally: - Enhanced items have been completely removed from crafting and are now sold only by NPCs for piastres with random bonus stats and quality — a full premium purchase with a luck element. - The Black Market has been overhauled with new maps, updated rarities, and box quality. - Gem and box quality has been standardized — no more situations where two identical items have different "real" bonuses. - A new tier of online rewards — more bonuses for time spent in game. - New items for the cap phase — spring and summer materials, cap items, upgrade components. 🛠️ Stability and quality of life Huge work on game stability. Some of the most notable fixes: Core mechanics: - Mob rewards now go to whoever dealt the most damage, not whoever landed the last hit. This previously allowed assists to "steal" rewards. - Kill assists — 3 bugs fixed based on player reports. - Auction — added protection against suspicious transactions + fixed a number of critical bugs with lot freezes. - Server crashes — fixed two potential crashes under certain skill combinations. - Player attack speed no longer breaks mob attack speed. UI and cities: - The page list in the UI no longer breaks when there are few pages (4 or fewer). - Dream City — the closure timer has been fixed + AFK penalty removed inside the active arena + leaderboard correctly shows the team. - Death messages and boss kill messages — phrasing corrected, missing lines added for Chaos bosses and WORLD bosses. - Guild consumables — guild potion stats nerfed (HP/SP guild potions are now weaker for balance). Pets and fairies: - Pet cooldowns now reset correctly. - Fairy food has been replaced with a more accessible option. Localization and world: - Music updated in several locations. - Location names renamed for consistency. - Mass translation cleanup: auction phrases, portal-keepers, premium, fishing, rewards, boss summoning, gear breakage, assists, death messages, pets, gem pouches, battle pass titles, nickname change dialogs — more than 65 localization fixes in a single day. Everything now displays correctly in Russian. ⚙️ Why all of this The patch's main motivations: - Give players a goal beyond level 70. Before, cap = "progression ends." Now the route, combat, equipment, and enhancement all expand to 75 and beyond. - Team gameplay. The 75-route final bosses are team fights lasting 5–15 minutes. Pirate Battle is a guild team map. Courier delivery is team defense. - PvP — balanced risk. 0.5% gold theft is a symbolic bonus for the victor and a symbolic loss for the victim. No ruin — but there is motivation to PvP. - Depth in progression. When a fairy grows in half a day and maxes out on power — that's lost depth. Now a top fairy is a long, meaningful investment. - Quality of life. Dozens of localization fixes, pathing fixes, minor UI tweaks, bug corrections — all so the game simply feels better. 💌 What's coming in the next patch - A new crafting system. A more transparent system for new players. - Bestiary article updates (new Vesnograd mobs, golem triad, Jolly Jack's pirates). - New quests on the 75 route — more lore stories and side quests. - Major game optimization. - A 4th gem socket on gear. - Level 5 fishing spots. If you find any extremes or bugs — write in the feedback section! Good luck on the level 75 cap route! ⚓ Ссылка на комментарий Поделиться на другие сайты Поделиться
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