Legends – Retiring

So it is with a heavy heart I post this, but after much deliberation I am moving on from lineage. Lineage has brought me 2 decades of joy and fun and heartache but its time for me to put my development skills into something else. I have decided to start working on my own indie game and with that means I need to focus my time on it and not trying to do lots of different hobbies (of which I have many…too many).

I have spoken with Myth and we are in agreement that all the work we put into making the management suite for L1J-Private shouldn’t go to waste. So I will be releasing the source code to everything I have. All the tools we’ve made, all the tools I have acquired over time. I’ll release the files very soon, but in the coming weeks I will write up some instructions on using the various tools and setting up the server.

So if you want to try your hand at setting up and running Lineage, you’ll have everything you need. Now that said, I will release the database in the state that Myth left it in. Lots of custom items and changes. For an original database, you’ll need to find one on one of the many google search results and/or fill it back out to the best of your knowledge. Myth and I moved on from L1-Vanilla long ago.

In the documents I’m going to put out, there will also be instructions on how to implement new monsters that are already in the client but not used as well as items, skill icons, etc. But that’s going to take some time to write up. But I have told myself I am going to do it as my final farewell to lineage. Lineage will always be special to me, it shaped my childhood gaming.

I am sure this will get a lot of negative comments, but I am going to approve them anyway. A lot of you will be upset at Myth and I and say we led people on….but we never made any promises to anyone or on any dates. It was a pet project we worked on and had high hopes for, but life got busy….our time got pulled into other directions. We’ve both lost family and friends over the years, work has its ups and down, and lets be honest…awesome games like Elden Ring came out and we HAD to play them.

I pay for the hosting of this server as it runs other websites of mine. Ill leave this blog up and the files for a reasonable time, but a time will come when I shut it all down and sunset everything that is lineage. If you are interested in the game I will be working on (its too early to have anything concrete), I’ll be setting up a development blog for it. The intention is for it to generate side income, something to keep me invested and on track. Lineage was always a cost, but the cost was acceptable because of the enjoyment I got from it. I just need something I can call my own and say I did that.

Thank you to everyone who has supported us and you all will be missed greatly. If you want to stay in touch leave a message and I’ll reach out and we can exchange discord information.

Database: http://blog.mythicloa.com/l1jdb.sql
Admin Tools (PHP) (300mb)- http://blog.mythicloa.com/admintools.zip
Server Configs and Bat (36mb) – http://blog.mythicloa.com/Server.zip
Source Code (21mb) – http://blog.mythicloa.com/serversource.zip
Lineage Tools and Other Stuff (60mb) – http://blog.mythicloa.com/tools.zip
Client (4.2 GB) Hosted on mega due to size – https://bit.ly/3OE7OVc

I have removed all the old posts not related to changes to our codebase/database.

Standard

An answer to all the questions:

I know we get asked “when will the server open” a lot. I’m not going to give you guys a date, and I’ll explain why, however I will give you my rough expectation for the future:

We will release some sort of version that we will call an “Alpha” shortly after the following things are done:

  • Skill Overhaul: Definitely over the hill on this one, a lot of the hard work is done. This was a massive undertaking. Spending so long on such a huge internal overhaul with the skill change, all so that the end result is a firebolt does the same damage as it did previously, can make you feel like nothing is getting done. However, realistically the end result is we can quickly change, balance, or create new skills in a matter of seconds and that is a HUGE achievement. I can say in it’s current state we are actively testing various ability types that have been ported over to the new code, and that both the new and old systems exist side by side. That is very significant progress.
  • Boss spawn changes:  Shouldn’t be too hard, just not a priority at the moment. I want this change implemented so that new bosses will spawn as well. Several new areas are essentially ready except for monsters needing skills and bosses needing to spawn, so I’d like them done so they can be tested as well.
  • Crafting changes: This isn’t a hard task, should only take a solid weekend of work. A lot of new crafting exist in the database already. We just need to add all the new NPCs to our crafting district, code to allow crafting to pull from an SQL database instead of XML files, and properly like the crafting NPCS to what they can craft.
  • Website and forum: We will need this done for testers to provide feedback and discussion. We already have one essentially, it’s just not publicly available.

I can’t give a date for that Alpha because I don’t know how long the skill changes will take, as we’ve learned a lot of unexpected issues can arise. All I can say is we are making significant progress towards it and it isn’t like we are trying to fix/finish everything before we get there. This “Alpha” will not be what we want the final product to be. It’s primary purpose will be to allow testing and feedback for the skill overhaul, we want to make sure every skill in the game works and feels right and we know we can’t possibly do the kind of testing needed on our own. We will need players to play, fight, pvp, etc and give us feedback. There may also be bugs players encounter that we have not simply because we are not actively playing, and those will need to be documented and fixed. This is after all a new client that Legend and I have never actually played on.

From there, we will begin adding in what we consider to be key features. These are ideas we have fully flushed out and know we can implement, and we consider critical to be done before a perpetual live release. These include boss summon system for elites, karma changes, death matches, scheduled automated events/restarts, online candle/player systems, town invasions, PVP tower map, summon changes, etc. This is a period of time I am very excited about, as I think it will “feel” like we are making significantly faster progress since many of these won’t take very long on their own so the visible results are much more apparent. Whether we implement those while the server is “online and available” or we close down the “Alpha” for a period of time will likely depend on how much we feel running the server is distracting from development. I will say the likely hood of us keeping the server running during this time increases if we make the Alpha closed.

When we feel we have all our key features done we will definitely have a set period of time for a Beta. I imagine this will mostly involve significant balance changes as players provide feedback on everything. This is when we will be most receptive to changing how things work, how strong things are, how much stuff costs, how much money drops, how long leveling takes, etc. When we launch live, we will be significantly more resistant to changing these things for the sake of fairness.

There are a number of ideas we have placed as “future possibilities” that we may develop and include down the distant road, but those are post release at best.

Our end goal is to release a server that is very east to edit, balance, and add new content to. One that is extremely automated so that restarts are consistent and events can start and end automatically. One that players are able to accomplish the vast majority of their requests like candles, name changes, and character resets on their own through a web portal. In a perfect world, we can turn the final product on and as long as the server bills are paid the game will run forever. This is a big dream. We made a lot of mistakes in our past two server attempts and what we learned from those is you can’t release an unfinished product and expect to run it and develop for it at the same time.

If you are interested in playing Lineage now, there are several private servers currently operating. If you are looking for a “live-like” experience, then one of them is certainly a better choice for you than ours will be anyway. If you think this is some long, elaborate scam then will I guess maybe just don’t come read this blog? This project was ambitious when it started, and only became more so as it developed. Good things take time, we don’t do this for a living and do have other hobbies/responsibilities.  It will get done eventually. Whether you continue to follow us here through development or not you’ll still be welcome to join us when it’s done.

-Myth

 

P.S. On a completely unrelated topic, I am going on vacation to Japan August 1st through the 17th.  I won’t be around to respond to questions or comments during that time.

Ninja Edit from Legends: Work has gotten rough for me so I have been working long hours, we are in the process of moving our headquarters to a whole new city. Have patience!

Standard

Summon and Pet Changes

Puddles brought up Summons in the comments of the previous post, I figured the reply deserved it’s own post. We have plans to change the summoning system as well as pets. I’ll talk about summons first, but want to note that these changes are not going to be implemented before we do some kind of alpha release. That said, we’ve done feasibility testing already and confirmed we can make most of these changes work without too much effort.

Elf Summons:

Two core changes are planned for Elf Summons. First, summon lesser elemental will be changed to “Summon Elemental”. It will change the strength and style of summon based on your level, essentially combining the lesser/greater elemental summons into one spell.

The first change opens up the ability to change the greater summon spell obtained at level 50. Our plan is to have this summon an actual greater elemental, but it will have a high cost, low duration, and long cooldown. Each element type will provide a different short buff, as well as casting a different attack spell at your enemies (or meleeing). Essentially something you use to get a big boost for damage in over 10-15 seconds every few minutes. How strong these are is going to require a lot of testing, and it’s possible this spell won’t work in PVP.

 

Mage Summons:

Our plan with mage summons is two fold, first we just want more summon options all the way up to level 80. Second, we are going to adjust how the game determines what you can summon. Level 68+ will be “boss tier” summons and will include a melee and ranged option at each. The ranged option will be significantly weaker than the melee one to compensate for the benefit of being ranged.

 

New summons currently planned are:

Level 68: Doppleganger Boss (Melee) and Seer (Ranged)

Level 72: Cougar (Melee) and Greater Minotaur (Ranged)

Level 76: Death Knight (Melee) and Ice Demon (Ranged)

Level 80: Dread King [Baranka] (Melee) and Dread Queen [Laia] (Ranged)

[Note, while these may share their model with actual bosses, they will not have the same stats or abilities]

 

So on to how summoning will work. First, we are going to combine your LEVEL with your CHARISMA value to determine what is essentially your summoning power. Each tier at level 68+ will require it’s level requirement + 40 in order to be able to summon them. This essentially means only mages who invested a good bit of charisma can summon “boss tier” monsters at level. However, very high level mages will still be able to access lower tier summons eventually with significantly reduced stat cost. Here is a breakdown:

 

To summon a Seer at level 68, you must have 40 charisma (with items on). To summon a Seer at level 80, you only need 28 charisma (with items on). With amazing rare items currently you can get about +14 CHA.

 

This means a player at level 80 only needs to invest 6 points to get a Seer, 10 points to get a Cougar, 14 points to get a Death Knight, or 18 points to get a Dread Knight, assuming they own all the best charisma items in the game. A level 80 player has probably gained 35 stat points (30 from levels, 5 from elixirs), so unlocking max summons requires ~50% investment of your overall stats.  My hope is that players use this sliding scale to increase the variety of builds used at high level, balancing Int, Con, Wis, and Cha to create a character that is strong, but can also summon their desired tier of monster.

That said, players that MAX their base charisma do get an extra perk. They will be the only ones able to summon more than one boss tier monster. At level 76, they can summon two level 68 tier summons. At level 80 they can summon three level 68 tier summons or two level 72 tier summons.  This is unique to players with BASE 35 Cha, you MUST max it to summon multiples regardless of your level/overall CHA. We are also toying with the idea of allowing certain charisma thresholds the ability to cast buffs on their summons. This will be dependent on if we can make it work, but essentially if you are a 35 base CHA mage you might get the ability to i2h and buff your summon.

 

Summons below level 50 will likely get some tweaks, especially beyond level 56.

 

We are not yet certain how summons will work in PVP. They may deal reduced damage vs players, or not be usable in PVP. This will largely depend on testing and community feedback during Beta.

 

Pets:

On our previous server we standardized all pets so that different appearances were only cosmetic. This will remain true here. All base level 5 pets will be adoptable for a small fee from an NPC. Pets will still evolve to high pets via fruit of evolution, but crafting one will likely be moved to our crafting district and the ingredients changed. Pet items will hopefully work in Alpha, but we will make sure they work before release.

Pets themselves will be changed to take a small static percentage of your earned XP. This is a change from how it worked previously, where pets HAD to hit the monster and only took the percentage of the damage they did. This will make leveling pets much easier, but also means bringing a storage pet has a cost. It also means high level pets are significantly more useful since they won’t steal large chunks of XP if they do a lot of damage.

We have not decided yet on how we feel about gold dragons. Consolidating all pets into a single top tier model isn’t something I am a fan of. I expect this is something we will tackle down the road. With the removal of the haunted house/pet arena/monster races/cooking contest you won’t be able to obtain fruit of the victor. We may add a new way to obtain it, or simply some way to obtain gold dragons on their own without evolving a pet. If we can get them working properly, I could see having dragon hatchlings/gold dragons be rare, hard to obtain pets that have better growth rates than standard ones.

 

Hope you found this post interesting. Again these are planned changes, but obviously subject to change/cuts/balancing.

-Myth

 

 

 

Standard

Another quick update

Major progress has been made on the skill overhaul. Legend is at the point where he is working on importing and implementing specific types of skills. Attack skills work, as do most status effect skills. Buffs and Debuffs are next but shouldn’t be too hard. There’s still more to go but the light is visible at the end of the tunnel.

In addition to the skill changes we’ve also worked on a few other things (gotta step away every once in a while for sanity sake). Importing of various XML files into database format has had some progress. This includes things like starting item kits and crafting recipes. Having these as SQL databases will make editing/adding to them much easier.

We overhauled one core aspect of the game, how monster melee damage is determined. The original code took the monster level, then added between 0 and it’s Str stat, to determine their damage. The highest Str could go was 127. This means the highest damage a monster could do with a melee swing was 99-226.

After discussing this fact, Legends and I decided we wanted the ability to create harder hitting monsters. We also felt that using level to determine base monster damage was a little awkward and restrictive. To this end, we added two new monster fields to the database called Min Dmg and Max Dmg. We took the existing formula and used them to populate those fields with values identical to what monster were doing previously. This means as it currently stands, everything hits exactly as hard as it did previously. Monster’s also had Int converted to SP, which will be used by the new skill system, but is functionally identical. Monsters no longer have core stats like Con/Str/Dex/Wis/Cha as none of these did anything.

This does mean however we will likely tweak existing bosses (and definitely elites), as well as some new monsters, to adjust their physical damage output. In the past, bosses really were only dangerous if they had high damage magic. Now, some bosses will be dangerous without the need for magic (like Baranka).

That’s all for now, more to come soon.

-Myth

Standard

New Item Slots

Today I want to talk a bit about the new item slots that are available in this client. In the picture below you can see there are two additional ring slots (so 4 total now) and four new item slots below those.

 

First we will talk about the ring slots, which we covered briefly in the past. In the core rules they unlock at high level milestones (76 and 81 I believe). We can potentially change when they unlock, but we can’t change the graphic used that shows the old unlock levels. I am considering making them unlock at 70 and 80, but I’d like to hear people’s thoughts on this topic. One thing I do want to make clear, you can never equip more than two of the same kind of ring, even if you have all the ring slots. This is a limitation they already had and I think it’s a good one so I don’t plan on changing it.

The four new item slots are a much more complicated. The existing items in the database had nonsensical names, and no clear way they were supposed to be obtained. Some did nothing, others were very powerful. There was no clear way to identify which ones went in which slot as a player. The game calls them ‘Talisman Left/Right” and “Relic Left/Right”. To address this, I decided it was best to start fresh and create new items, each with a naming scheme and general stat role. Here is what I have currently:

Relic (Right) -> Curio of (BLANK)
Relic (Left) -> Relic of (BLANK)
Talisman (Right) -> Artifact of (BLANK)
Talisman (Left) -> Rune of (BLANK)
Items of each type will have the word Curio/Relic/Artifact/Rune in the name 100% of the time, so that players can easily know what spot that item goes in.
Now here is a rundown of what we currently plan to have them do and some potential examples:
Curios = Health/Mana
                     Curio of Minor Health -> 25hp
                     Curio of Health -> 50hp
                     Curio of Major Health -> 100hp
                     Curio of Minor Mana -> 25mp
Relics = HPR/MPR
                     Relic of Regeneration -> 15hpr
                     Relic of Restoration -> 7mpr
                     Relic of Revitalization -> 15hpr 7mpr
Artifacts = Defensive Stats (MR/AC/DR)
                     Artifact of Resiliance -> 5ac
                     Artifact of Resistance -> 10mr
Runes = Utility Effects
                     Rune of Teleportation -> ROTC effect
                     Rune of Summoning -> ROSC effect
                     Rune of Polymorph -> ROPC effect
A couple things I want to make a note of here. First, these items and their stats, as well as the item slot focus, are all hypothetical at the moment. None of these items drop yet, they just exist for testing purposes. I designed them this way because I don’t want each slot to just become “Equip the one that gives +int”. That’s also why currently none of them give core stats. I would rather these be small to moderate bonuses for your character that are not essential for success. Lastly, the Rune slot is intended to make life easier for end game characters so they don’t need to swap rings constantly.
This leads me to my next question, how do people feel these should be obtained? The easiest answer is to have them drop as items, which is certainly a direction we could go. Some of these I think make sense as crafted items, like Relic of Revitalization being crafted by combining the other two relics or making a rune of teleportation by crafting it out of rings of teleportation. We could also make them quest rewards, so that every player can obtain them. And lastly, we could just do all of these things since we are not limited to just having one way of obtaining them. Maybe early ones are quest rewards, with a way to upgrade those via crafting using rare drops as materials.
Finally, we could just not implement these at all and leave those four inventory spots unequipped. I’m not a huge fan of this option, since it feels like it’s a waste of something this version of the client adds, but it’s definitely something we can consider.
Leave your comments below!
-Myth
Standard

Answer to the Question!

Hello! I gave people a few days to answer, here is the actual list. The number shown on the far right of the picture is the number of spawns the monster has. One of the issues people had in their guesses was they combined monsters that are actually separate entries, like DVC succubus vs TOI succubus. Dinin did include ants, which by a wide margin claim the #1 spot with 462 spawns. Cruel Snow tigers come in at #2 with 298, followed by Cursed Elmore Soldiers at 250. In general a lot of TOI monsters are on this list, especially ones that spawn across almost all of their set of 10 floors. Some surprising ones on this list, at least to me, are dream island killer bees/ball lightning. Those are a lot more dense than I would have guessed. A lot of low level monsters like Arachnevils, Spartois, Skeletons, and Zombies are all in the top 30, but I think they lose out because they just don’t spawn with the same density as many monsters in more dangerous/higher level areas so even though they occur in a lot of places there are not that many of them in each place. Deer still come in pretty high, although I will likely remove them for server load sake. I double checked and Sea Dancer is the one record on here that isn’t accurate. It only has one spawn, so I don’t know where it’s getting the 133 number. It’s a mystery we will have to look into.

Hope you found this interesting!

-Myth

Standard

Quick Question!

What monsters have the most spawn points/count in the game? Including all locations that they can spawn. Give me your top 10 and an estimate for the actual spawn count for #1.

-Myth

Standard

Party XP Changes

This was a question we got on the previous post and I felt the answer deserved it’s own post. We’ve made a few changes to the way XP works that will greatly impact how players may choose to play. We want to encourage players to play the game together and felt the old system really discouraged that. I’ll start by explaining how the XP system used to work, then explain our changes and why we made each one.

 

First off, the game determines what percentage of an monster’s XP you or your party earned based off something called “Hate”. You earn hate by hitting a monster first, or by doing damage to it. When you think of “pulling” a monster off someone, it’s because you reached the top of it’s “hate” list. The game adds up all the hate earned by party members and their pets, then uses it to get a percentage of the monsters XP (if they party killed it alone it’s 100%). The game then calculated a “party level” by taking the square of each party member’s level. It then compares the square of each person to the sum total to get their “cut” of the XP. Here are some examples:

Two level 50’s party together. They kill a monster worth 100xp. Their party level is (50^2) + (50^2) = 5000. It compares each person’s level squared to that 5000 total. (50^2)/5000 = .5. So they both end up getting 100xp*.5 = 50xp. This becomes 58xp after bonuses are added below.

A level 10 parties with a level 99. They kill a monster worth 100xp. Their party level is (10^2) + (99^2) = 9901. The game compares each person’s level squared to the 9901 total. (10^2)/9901=.01 while (99^2)/9901=.99. As a result, the level 10 gets 100*.01=1XP while the level 99 gets 100*.99=99XP.

The code also checks to see if your party leader is a prince. If it is, you get a 6% xp bonus. You also get a 4% bonus per party member. Ultimately this results in max bonus of 36%, but even if you assume that party consists of 8 players who are identical levels and a royal, they are only earning 48.5% due to the group splitting penalty above [(50^2)/(50^2)*8=.125 then add .36]. You also take a penalty to XP based off the hate generated by your own pets, however you do not that that penalty from OTHER people’s pets who’s percentage of hate generated is simply added to the overall party hate pool used to calculate XP earned.

 

So here’s what we’ve changed:

  • Everyone earns the percent of XP the PARTY earned, regardless of level or number of members. There is no splitting of earned XP.
  • For every member in the party you earn 2.5% more XP. All party members MUST be at least level 50 or all bonuses are canceled out.
  • Having a prince/princess in the party adds an additional 5% and they do not need to be the party leader. Only one royal counts, doesn’t stack with multiple royals.
  • Summons no longer reduce your earned XP.
  • Pets no longer reduce your earned XP by a dynamic amount based on their damage. Instead pets will have a static penalty to only your XP (small). Additionally, pets will gain some XP simply by being present, not just what they earn via dealing damage. Pet levels are being rebalanced

First lets revisit that first example:

Two level 50’s party together (not royals).  They kill a monster worth 100xp. Their party level is irrelevant. They both earn 100xp + an additional 5% for being a group of two for a total of 105xp.

Here’s a best case scenario comparing the old system on an 8x XP server and the new one on our 4x XP server:

[old system] A party of 8 identical level players hunts (leader is a royal). They kill a strong monster worth 5000xp. They each earn 5000xp *8x rate*.125% penalty for level/party size + 32% for party size + 6% for having a royal leader for a total of 6900xp.

[new system] A party of 8 friends of various levels hunts (one is a royal). They kill a strong monster worth 5000xp. They each earn 5000xp *4x rate*+ 20% for party size + 5% for having a royal for a total of 25000xp.

Now, those numbers are very different, but it’s important to take them in the following context;

A solo player on an 8x server with the old rules killing a monster worth 5000xp earns 40000xp. He earns only 6900 when he does it with 7 friends. He gets 17.25% of what he could have earned alone, so they need to kill monsters just under 6x as fast in order to achieve what they could alone. This can be extremely difficult depending on the spawn rates of the area, strength of players, or difficulty of content.

A solo player on a 4x server with the new rules killing a monster worth 5000xp earns 20000xp. He earns 25000xp if he goes with a party of 8. He essentially gets his bonus 25% plus whatever increased kill rate they achieve. There is no scenario where hunting with a friend isn’t absolutely advantageous.

 

We want people to be encouraged to hunt together and try to take on more difficult hunting grounds. Many places like 81+ and 91+ toi offer difficult, high HP monsters that also give a LOT of XP now. These are places where 8 players hunting together can not only find exciting loot but also earn great XP. Each individual bonus is small enough that you shouldn’t feel like hunting is a waste of time on your own, but you should also feel like you see the benefit with each party member you add.

 

As always, things are subject to change. These bonus XP rates were based off the old system but will need testing to see how they feel. I’ll discuss the summon/pet changes in more detail in a later post, but I felt that specific info was relevant to the topic today. I hope you guys found this interesting and that everyone is doing well! Please ask any questions in the comments.

-Myth

Standard

Back to work! Some Info about Bosses

The wedding is over! I am now officially married. Now that that’s done I can get back to working on Lineage stuff! Today I want to talk a little bit about bosses, specifically how many there are and how available they will be. A lot of this ties into changes to the spawn system, which I believe we covered in an older post but I will refresh here as well.

 

First off, I’ve spent a lot of time creating new items and updating boss drop lists to create a much wider array of bosses worth killing. It’s been a lot of work balancing and tweaking these to make them consistent across the board. Originally there were quite a few bosses who nobody ever really touched because they just didn’t drop anything worth the effort. Almost all of these have been re-balanced. Here is a current look at all of our bosses, based off boss tier (covered in an older post), with some info about what they drop that makes them worth killing.

Tier 0: They pretty much all can drop enchants, but are not guaranteed to every time. .01% chance at elixirs from some of them.

Caroak (New boss in start zone, for newbies to kill and maybe get an early boost)

Crocodile (good for some stuff lower level players may craft)

Team Caspa (all of them can drop enchants, gems, and mage stuff like Mana Crystal Ball [Old level 50 quest reward, now a drop] plus their hats [Some of which were buffed])

Ifrit (Pretty similar, except fiery coals were added and a lot of junk was removed)

Drakes (Mostly the same, although they drop a lot more Drake Meat and less junk)

Mambo Rabbit [New] (This mambo  has a blue vest, he was previously an unused model. Will spawn somewhere on PI. Same drop list as the other mambo)

Mambo Rabbit Pirate [Formerly the purple mambo] (Pirate since it’s Pirate Island and he has an eye patch. He was renamed because we wanted every monster to have a unique name. Drop list has been tweaked, good source of gems)

Mambo Rabbit Carrot Lord [Formerly orange mambo] (Hits you with a big carrot, a good bit stronger than his mambo brothers. Drops better as a result)

Doppelganger Boss (His rings/amulet are in the process of a rework. Drops SB Poly more frequently)

Lasta Squad Captains (All of these guys will have updated drops worthy of a miniboss. They will also give a good chunk of XP. This should make them worth killing while you hunt there)

Necromancer (Beefed up version of team caspa, drops a variety of their stuff)

Dark Elder (Now drops enchants and other consumables in addition to his items)

Seer (Lost a lof of junk, gained some better items. rare source for AB, drops Eyes of the Seer [upgraded manaball], and very rare source of COI)

Greater Minotaur (Drops all of the FI stuff, Dark Elf set pieces, and Guarder of Might [WR guarder])

Alter Ego of Hardin (New boss that spawns in the new IT, he’s fairly strong and drops rare spells. Probably the strongest T0 boss)

 

T1: You can expect some enchants every kill. Many of these bosses have a rare chance of dropping a very good item. Most drop doll tokens, all of them drop elixirs at .05%.

Kurtz (Removed junks, lowered blessed scroll drop rate, increased set piece drop rate a bit, drops guarder of might, kxbow, and sword of kurtz)

Baphomet (Lots of junk removed from his drop list, Armor and Staff of Bapho were both reworked a bit. His area is much harder, as all of TI was redesigned in this client)

Beleth (Same as Bapho)

Vampire (Very rare source of COI, also drops Water Cloak and Advance Spirit)

Kapu (Source of rare elf water spells)

Great King Squid [New-ish] (This guy may be relocated to abyss lake. Fairly standard drop list, may drop rare elf or knight skills)

Giant Worm (Enchants, Spells, and Spirit Crystals mostly)

Diamond Golem of Maino Shaman [IGG boss 1] (AB, Kedo, Kclaw, and Destroy are his best drops. His map is a good hunting ground for rough metals)

Ancient Giant (Titan belt, AG ring, and Maphrs Retribution are his best drops)

Barbados (Bori, Advance Spirit, and Shield of Eva [reworked, much better] are his best drops)

White Mane [New werewolf boss on northern TI] (Currently no unique items yet, but still a solid value drop list. Belonged to Gereng before TI was overrun)

Broodmother Araxsis [New spider boss on southern TI] (Similar as White Mane)

Dwalin the Exiled [New dwarf boss on central TI] (Similar to White Mane)

Mork the Mystic [New orc boss on western TI] (Similar to White Mane)

Zombie Lord (Not much change except Guarder of Might was added to his drop list)

Alpha Predator [Still the boss of the Proving Grounds, a level gated zone for 50-60] (Drops a lot of random items rarely)

Death Knight (Armor set now all drops from him, rates adjusted to not be quite as rare. Drop list had a lot of junk removed. Best items are his sword, paagrio’s hatred, edo of Ronde, and COI)

Phoenix (Junks removed, can drop MS, Soul of Flame, Guarder of might, Kxbow, Paag’s Hatred, and unique to PHX a new belt called Ignis Soul Belt)

Cougar (Mostly unchanged)

Aaarrrggg… [Kent Dungeon Boss] (Now drops various mid tier items, many silver items, and a new unique boss tier axe called Infinity Edge)

Spirit [Orc Dungeon Boss 1] (Drop list completely rebuilt. Rare items are Spirit Defender, a weapon that will proc an AC/DR buff, and Shield of Elven Legacy, an extremely powerful elf only shield)

Maino Shaman [IGG boss 2, Savage Lands] (His zone was rebuilt and is now teeming with Mainos.  He is unique in that he drops all the element cloaks, as well as kclaw, titan belt, and AB)

Count Taros [Giran boss 1] (Drops dragon slayers, kedo, shield of eva. Also drops Diamond of Taros, needed to craft the Shiny Ancient Amulet, and Shield of Legend which is an extremely powerful royal only shield)

Mammon [Giran boss 2] (Drops various spells, his best item is the Spell Pouch of the Sage, a powerful belt for mage/illu/elf)

Ice Demon (Staff of Demon, Claw of Hate (reworked), Blade of Revenge are all rare drops, and unique to him he drops the Aqua Soul Belt)

Orcin the Crusher [Orc Dungeon Boss 2] (A giant orc, drops similar to ancient giant)

Giant Ant Queen (No longer drops DK boots. Possibly one of the most rewarding bosses, Drops 5 different items unique to her. Terra soul belt, Sword of The Ancient Elves [Reworked, boss tier sword for fire elves], Bow of the Ancient Elves [Reworked, boss tier non-proc bow for dex elves], Silver and Golden Wing of the Giant Ant Queen. I may relocate the sword/bow to a new boss to spread out these items.)

Mummy Lord (Mostly unchanged, Crown of the Mummy Lord is a powerful royal only helm)

Iris (Drops Chain Sword of Cruel Temptation, a boss tier weapon for Dragon Knights, and Amulet of Iris)

Abyss Master (Meteor, KClaw, Bori, and Soul of Flame are his best items)

Ken Rauhel (Drop list updated a lot. Now has Dragon Slayer, Kedo, Shield of Eva, Titan Belt, and two unique items: Guarder of Physical Perfection and Sword of the True King. Guarder is all classes, sword is Royal only)

Cerenis (Drops many rare spells, including Destroy, as well as COI, plus Spell Blade of the Magi, a powerful mage sword with mana stealing properties)

Supreme Court Justices (These guys are all getting a rework, as the crafting process for Fidelity is being overhauled)

Ice Queen [Strongest T1 boss] (Drops some rare spells, like AB and Destroy. Also drops Shield of Eva and COI. Drops her staff, dress, and sandals. Drops a unique Kiringku called “Kiringku of Silver Ice”)

 

T2: These guys drop a healthy amount of enchants each kill. They drop a lot of mid tier items (Crystal Gloves and such) frequently. Even without a rare drop, these guys should always feel rewarding to kill, but their rare items are all very good, some best in slot. Elixirs here are .1%

Knight Vald (Best items are KV Sword, a knight only boss tier 2hs, and Counter Barrier, plus his charm for 80F)

Demon King [Formerly Demon, Ivory Tower is vastly reworked and much harder] (Staff of Demon, Claw of Hate, Paagrios hatred, COI are his best items)

Chaos (Claw, Cloak, Emblem, Helm, and Finger of Chaos are his unique items. All are bone, safe to +0. Many scale well with over enchanting for the brave souls willing to try)

Lich (Lich robe is his best item, but 90F charm, guarders, COI, and rare spells also drop)

Archon of Souls [New, Boss 1 of undead lvl 60+ zone] (Similar to Lich, except he doesn’t drop Lich Robe. Instead he drops “Tome of Dark Magic” which is an extremely powerful mage/Illu shield)

The Harvester [New, Boss 2 of undead lvl 60+ zone] (Similar to grim. Drops CB and COI)

Grim Reaper (Destroy, COI, BKedo, 100F Charm, plus two unique items, Soul Guarder and Hand of the Reaper)

Kurama [New fox boss in eastern spirit area] (Drops Crown of Vines, a unique Elf/DE dex helmet)

Assassin King Salazar [Lasta Basement Boss] (Drops Belt of Darkness (Reworked/Buffed), COI, and three unique items: Rain of Blades [Boss tier gauntlet], Bloodletter [Knight only boss tier dagger], and Guarder of Assassination)

Dread King Baranka [Lasta 1f Boss] (Drops Claw [Boss tier claw], Helmet, Armor, Gloves, Boots, and Ring of Baranka [1 primary 2DR all classes]. His armors focus on high +str)

Dread Queen Laia [Lasta 2f Boss] (Drops Destroy, COI, as well as Wand, Robe, Necklace, Ring, Tiara, and Glass Slippers of Laia. Wand is a hybrid of Demon staff and Csom (4SP instead of 5, but gives regen). Her items focus on high +SP/Int)

Arcane King Hellvine [Lasta 3f Boss] (Best item is Slave of the Arcane King, a boss tier Kiringku. Other items of his are currently being considered for reworks)

 

Elite T1: A full compliment of enchants guaranteed every kill. These guys will have a variety of items split through their drop lists from bosses in T1, not just the items their counterpart had. All of them have a rare chance to drop endless haste, mana, and lesser healing potions. Elixirs here are .5%

Korgoth, The King’s Knight [Kurtz]

Kathos, The Bull [Maino Shaman]

Scorch [Phoenix]

The Red Queen [Ant Queen]

Amenhotep [Mummy Lord]

The Fallen [Aaarrrggghhh…]

Galahad, The Golden Knight [Count Taros]

Elizabeth Corvantes [Iris]

Vladimir Corvantes [Vampire]

Mab, Queen of Fae [Ice Queen]

 

T3: These are some of our hardest bosses. From here on you will start seeing Mythic/Legendary enchants [work like normal but with slightly higher success rates]. I’m going to stop listing things like Destroy/COI/CB as lots of these guys drop them, instead just listing items that are unique to them. Also, many of these were Karma bosses with key requirements. Those will be removed and there won’t be a buff required to fight them, these bosses are open and available for all. Elixirs here drop at 1%. Titan Souls, a crafting component for Fidelity, start dropping at this level. One thing to note, they do not drop Endless Potions like the elites below them, those are elite only.

Avatar of Death [Formerly Death] (Drops Cloak, Armor, Scale, and Shield of Death. All are safe to +0. Shield is Knight only. Armor is everyone but Mage/Illu. Cloak and Scale are all classes. Cloak specifically scales incredibly well with over enchanting)

Tarak (Taraks Robe, Gloves, Boots, and Cloak. Robe is Mage/Illu only. Boots are Mage/Illu/Elf. Gloves are everyone BUT Mage/Illu. Cloak is all classes. All are safe to +4)

Varlok (His weapon is craftable via his parts, eventually becomes a 2hs with MS effect. Also drops Varloks Blood Colored Cloak, a COI that gives MR and some stun resist)

Yahee (Drops pieces of the Yahee set (.1% each). Alone they do basically nothing, but combined they are the most powerful armor set in the game)

Thebes Horus/Anubis (They drop Belt of Thebes Osiris, ring of Thebes Osiris, and Ring of Thebes Anubis. Belt was buffed considerably for all classes)

 

Elite T2: All of these have a very low chance of dropping a WIDE variety of items from lower tier bosses. The chances are low to compensate for the sheer volume of possibilities. Mythic/Legendary scrolls become more common. Elixirs here are now 2.5%. Endless Healing Potions now drop, and previous endless potions drop more commonly. A unique Genie Lamp also drops at this tier, which summons a vendor to your location who sells supplies (at slightly inflated prices) and buys junk. The vendor disappears after a set amount of time and the item has a cooldown. Extremely useful for people hunting hard to reach places.

The Summoner [Arcane King Hellvine]

The End [Grim Reaper]

Szass Tam [Lich]

Yvonnel [Laia]

Belial [Chaos]

Markov Corvantes [Knight Vald]

 

Dragons: These guys drop all the “boss tier” weapons, split between them. They also drop adena, which no other bosses do, to reflect the dragon’s hoard of wealth.  They drop their “dragon” components, which are needed for crafting a variety of items including Fidelity. Elixirs drop at 5%.

Valakas

Fafurion

Antharas

Lindvior

Fafnir [New, Valley of Dragons lvl 70+ zone boss]

 

Elite T3: These guys drop all the rare items from T2 bosses and stuff from T3 bosses, most of which are at better or similar rates. These guys have drop lists with 90+ items, the vast majority of which are very powerful. They drop hundreds of enchants, multiples of mythic/legendary enchants, and lots of sellable mid grade items. Elixirs now drop at 20%. It takes a lot of work to grind up the shards to summon one of these, and a LOT of effort to kill one. You won’t be killing one of these every day, or even every week. The reward will hopefully reflect the man hours needed to put in to do so. These now drop Endless Greater Healing Potions.

Gilgamesh [Avatar of Death]

Azmodan [Varlok]

Baba Yaga [Yahee]

Karat [Tarak]

 

Elite Dragon: These guys drop T3 items at a good rate. They also drop Fidelity armor pieces, completed Fidelity weapons, and have a VERY low chance to drop “artifact” tier weapons. Those are weapons with extremely unique traits/procs on par with Fidelity. They cannot be obtained any other way. These guys drop regular elixirs 50% of the time, and Eternal Elixirs 5% (huntable in Hellscape at super low rate, no cap on how many you can use, intended for character growth into the ultra extreme late game). We may also make killing these drop some kind of server wide reward, as it will likely take a server wide effort to accomplish.

Ashardalon [Valakas]

Tyrannosaurus Ryu [New Antharas]

Aquanos [New Fafurion]

 

Artifact Weapons: Many feature two different procs that will happen independently.

World Breaker: A 2h Sword with frequent and powerful aoe procs.

Eternity: A 1h Staff with massive +MP, +MPR, and +Wisdom.

Evergrowing Vines: A bow with an aoe entangle proc and a slow proc.

Blade of Divinity: A sword with an extremely high damage destroy proc.

Divine Talons: Claws with 100% crit rate and extremely high +hit. Blind and slow procs.

Silence and Death: Edoryu with extremely high +dex. Procs silence and very short duration paralyze poison.

The Chains That Bind: Chain Sword that procs a Root and Wind Shackle.  Gives very high +HP, +Con, and +Hpr

Hearld of Storms: Kiringku that procs both a Lightning Storm AOE and a Lightning Strike High damage single target that also leaves an MR reducing debuff.

Fidelity weapon are in every way the best weapons in the game in terms of just raw damage output. These weapons are the best weapons in the game in terms of utility. They are unbelievably difficult to obtain and as such are extremely powerful. I don’t expect one to be obtained for at least a few years of the server running.

 

 

So that is all the bosses we currently plan to have at launch. Over time we will probably add more normal bosses and definitely add more elites. Still, it’s quite a large number, 55+ T1/T2/T3/Dragons. T0 bosses will respawn every 30min-2hours. T1 bosses will respawn every 2-8 hours. T2 bosses will respawn every 4-16 hours. T3 bosses will respawn every 6-24 hours. Dragons will respawn every 24-72 hours. The way the new spawning system will work is it will roll a timer for respawn as soon as a boss spawns and start ticking down. If the boss is still up when that timer ends, it queues up a double spawn and waits to roll a new timer until the second one spawns. This system results in the most possible randomness/least predictable spawn. When you kill a boss, assuming no second appears, you don’t know when the one you killed spawned so you have no idea when the timer started. Here are some sample scenarios:

At 1PM a DK spawned. The game rolled a 2hr timer on respawn and started counting. At 2PM, you find the DK and kill it. There is still 1hr left until it respawns. From your perspective, it could be as soon away as 5minute or as long as 8 hours depending on how long ago that DK spawned. You could check for another one at any time and possibly find it. If you waited the 2 hour minimum, that DK would have already been up for 1hr and possibly killed by someone else who didn’t know you had killed one recently.

At 1PM a DK spawned. The game rolled 2 hour on respawn and started counting. At 3PM the DK was still alive, the game queues up a double spawn and waits for the first DK to die. At 4PM you find and kill the DK. The game spawns a new DK and rolls a new timer for 6 hours. You check for doubles, find the new DK and kill it. You now know the next DK will be between 2hrs and 8hrs, but you don’t know exactly when. Still, you know you don’t need to check for at least 2 hours.

While this system makes bosses less predictable, the sheer volume of bosses should make it so boss hunters can still find prey without being able to monopolize a boss’ spawn. We are also considering implementing some sort of server wide notification when particularly powerful bosses are killed, but we will likely wait to do so until Beta when we can get player feedback. If we did, it would likely only be for T3/Dragon. We could implement some sort of 5 minute delay so players are not caught in a dangerous situation, or make it instant to encourage pvp. There could also just be an NPC who you can ask when the last dragon/t3 boss was killed. The idea behind this would be to give everyone a fair playing field to find the next spawn, as these bosses are highly valuable commodities that people will want to monopolize. Leave your thoughts on this in the comments, but remember we are not actually implementing this yet and don’t necessarily plan to unless players want it.

 

Hope you found this post interesting. I plan to start posting more frequently again now that my life is returning to normal.

-Myth

 

 

Standard