AC 101

Today I’ve decided to talk a bit about AC and how it actually works. We recently did a dive through all the hit/ac code and I thought it might be interesting to share.


First, a scenario! A level 50 monster takes a swing at a level 50 player (knight, no buffs) with -70ac. Lets walk through what happens.

First, the game asks “Is the player frozen?” If he is, the attack misses

Next, the game asks “Is the monster a summon AND is the player in town?” If both are true, the attack misses

Next, the game asks “Did the player’s doll proc a dodge?” If this is true, the attack misses

At this point, the game decides  the attack occurred in an environment that it can potentially succeed. It sets “hit rate” equal to the monster’s level. In this case, it’s 50.

If it’s a pet it adds bonuses based off pet armor to that “hit rate”, as well as any NPC hit bonuses. In this case, there are none.

Next, it creates an “attacker dice” value by rolling 1-20 and adding it to “hit rate”. This value is what will be compared later to determine if the attack was successful. The game has code that basically says if the monster rolled a 1 it automatically misses, and if it rolled a 20 it automatically hits, both regardless of the target’s AC. It does this by comparing “attacker dice” to “hit rate” (a miss/fumble) and “hit rate +20” (a hit/critical [the code calls it a critical but it is really just a normal hit]) later in the code. This means all players always have at least a 5% base chance to be hit and a 5% base chance to be missed no matter their ac or the monster attacking them. Our monster had a “hit rate” value of 50, so now he has an “attacker dice” between 50-70, but remember if he got a 50 he fumbles and a 70 he criticals.

The game takes that “attacker dice” value and modifies it by the target’s dodge and ndodge (subtracts dodge from “attacker dice”, adds ndodge). Dodge exists basically as two spells, uncanny dodge and mirror image. Both give “+5” dodge. ndodge is negative dodge, and it comes from resist fear. It gives “-5”. These abilities are incredibly powerful, because they impact the value of “attacker dice” BEFORE the game checks if the npc fumbled/critical. This means they influence how often a monster fumbles/criticals before it ever compares to AC (our monster’s 50-70 becomes a 45-65, but is still compared to <=50 or >=70). Uncanny Dodge and Mirror Image are essentially a flat 25% chance to avoid any melee attack, negates any chance the monster had to “critical” avoiding ac, and also provide some influence on attacks that make it to the AC check. On the flip side, Resist Fear does the opposite and makes it so no matter your ac, you will be hit by at least 25% MORE attacks. Since our player is a knight, he has no dodge abilities, so this doesn’t impact it.

Now, the game finally looks at the target’s AC. Everyone has a default “defender dice” value of 10. If your AC is positive (+10-+1, basically naked) it subtracts from 10 to get your “defender dice” value. If your AC is negative, it uses the formula below:

DefenderDice = 10 + _random.nextInt(“Target’s AC”) + 1

This essentially means your “Defender Dice” is between 1o and 1o+your ac. Our scenario, the player has defender dice between 10 and 80.

It’s at this point the game calculates fumble/crit (if the monster got a 50 or a 70), then if it was not either of those, compares “attacker dice” to “defender dice”. Our monster must be between 51-69, while our knight must be between 10-80. If they tied, the attack misses.

As you can see, odds favor the monster hitting. Our knight has about a 23.75% chance to avoid an attack that makes it to the AC check (26.25% overall factoring in crit/fumble) (58% of the time he rolls below the monster’s range and is hit and 12.5% of the time he rolls above the range and is missed.  Of the 22.5% of the time he rolls within that range, he will only be higher roughly 50%, meaning 12.25% of the time he is missed and 12.25% he is hit. These are not exact since it doesn’t factor in ties, but it’s fairly close).

Because AC doesn’t ever increase the lower bound of “defender dice”, you pretty much always have some chance to be hit by any monster above level 10, in addition to the inherent 5% critical chance. All AC does is reduce the chance of being hit, without ever negating it. The higher level a monster is, the better chance it has to hit you. If a monster is 30 levels above your ac, it will always hit you unless it rolls the 5% fumble chance.

Dark Elves and Illusionists are the only classes who can completely negate the “possible crit”. As a result, they are the only classes who could in theory make a level 10 or lower monster miss every time. Their dodge ability not only grants them essentially a 30% chance to avoid any attack (25%+5%), it also makes their AC more effective by lowering the monster’s “attacker dice” before it’s compared to their “defender dice”, essentially giving them 5 more effective AC. A dark elf with uncanny dodge and identical AC to our knight has a 57.5% chance to avoid an attack from the same monster. That is an astonishingly high difference.

Note, all of this only applies to melee. If the target is being hit with a ranged attack, the game does a very easy calculation instead. It rolls between 1-100. If your ER is < the roll you get hit, otherwise you are missed. That’s it. Ranged attacks don’t factor in anything else other that ER (for monsters). This means every point of ER is 1% chance to avoid a ranged attack.


I found all of this to be very interesting, hopefully you all do to (and hopefully it’s not too hard to follow)! Add another reason Illu/DE are going to be good!







Crafting Changes and Bow Changes

Another Post!? It’s a Christmas Miracle!

Seriously though I will try to post more frequently. Today I am going to  talk about crafting and about bows. First up, crafting. Crafting in vanilla Lineage is extremely under utilized. It was at one point very significant, but time eroded the value of many craft-able items. Add in the difficulty of accessing crafting NPCs (simply knowing where the hell they are can be a challenge in itself) and you end up with a system really only used for a few choice items. I want to revitalize crafting a bit, and to accomplish it I’ve been working on a number of things I feel will help.

#1: Centralized crafting location. All crafting NPCS will be in Giran Trade Zone. This is so anyone who decides to play can easily find the right crafting NPC. There will be no “elven” specific crafting, all classes will be able to craft everything. Lots of NPCS will likely be eliminated, combining what they crafted into easier to recognize/navigate sources.

#2: Crafting Material overhaul. This is something I have spent a ton of time on, and what I work on a lot in my spare time. Thousands of drops have been tweaked, removed, or added. Many new crafting materials have been created, including things like a new tier of gem above top quality. Working to standardize each tier of gem so that their “rareness” reflected their quality accurately has been a lot of work. Lots of the rough metals now have more drop sources, but will also have more uses.

 [Note: The little 5 and the other number below the “icon” can be ignored, they are only there because I pulled these from the sprite page. They don’t show in game]

#3: More craftable items and improvements to some existing items. Players will have many more craftable items that will be useful for different stages of their progression. A few examples of these are…

*Improved Elemental Cloaks

*New 15% MR rings (Keep in mind MR and Wisdom were rebalanced, this will make the lower MR to Wis benefit easier on melee classes)

*Upgraded Versions of all Ancient Armors, which will all be enchantable (safe +0). Each has unique crafting requirements.

*Upgraded Versions of Ancient Sword/Greatsword. These are enchantable, but stats are more similar to the weapons they are combined with; TSU and DSlayer. These have elemental variants and currently plan to have a “buff” proc.

*A new crafting requirement for Fidelity weapons (still TBD)

*More appropriate “early” tier weapon/armor crafting requirements (TSU and Elven Plate Mail for example)

*A way to craft TOI scrolls

*New Gold, Silver, and Platinum Tipped Arrows!

That last one segways into our next topic, bows. Bows have long been in a very weird place. Because of how “hard skinned” monsters worked, bows traditionally did 50% less damage to pretty much every boss in the game. This, coupled with how absolutely absurd the proc was, resulted in pretty much every elf using a Thebes bow. 95% of a Thebe’s bow damage was done via the proc, which used unique and frankly garbage code (A thebes chaser couldn’t kill anything for example). Elves with thebes bow could compete or even exceed other classes in damage output on bosses, but they HAD to use that bow to do it. We are 100% moving away from this requirement.

To start, we removed “hard skinned” from the game. No weapons will break. Everyone does full damage, even bows. This solves part of the problem, but doesn’t really change the fact that Thebes doing 900 dmg procs is insane and no other weapon can compete. When we finish the skill overhaul and rebuild weapon procs, thebes will end up getting nerfed. It will proc once, for an ok amount of damage, somewhat often. It is intended to be a step between early bows and late game bows, not the end all be all of weapons. It’s possible we will reimplement some sort of “bow wide damage nerf” if we feel it’s necessary. We debated removing the hard skin bow damage reduction for a long time, and ultimately felt it didn’t serve the purpose it once did, especially with how common “unbreakable” weapons became.

Thebes is not the only bow getting reworked, in fact almost all of them are. All “crossbows” will now be 1handed (xbow, ancient bowgun, kaiser xbow, devil’s xbow…). In many cases their damage has been improved, and their +hit has been significantly increased. They will lag behind two handed bows in damage, but allow the use of a shield to compensate. Given more shield options, including a unique powerful boss tier elf only shield, this may be a popular choice. two Handed bows will do more damage on average, and have a variety of options at the top end of the curve to suit different play styles.  Some procs will be Int based (Bow of Cold Mystery, Thebes), others Dex (Longbow of the Moon), and Fidelity will likely be Primary based. Some bows won’t have a proc, and simply will have very high raw damage (Bow of the Ancient Elves, Unannounced Crossbow). All of them will be balanced to do similar DPS overall to their counterparts at high levels, but the distribution of that damage will vary (Burst vs Steady).

Overall, I think Dex elves will be much better than they were previously, especially with improvements to Wind. Int elves will still be strong, but won’t have the insane damage output in PVP Int proc weapons gave them previously. These changes are all things we will look extremely closely at during Beta, and will adjust or revert as necessary. All classes pretty much across the board will be stronger than they were in Vanilla, elves are not alone in this. Also keep in mind there are other changes to skills, both in how they work and their effectiveness, that will factor into overall class strength. I ask everyone not to cry “X is OP!” until we’ve had the chance to have them tested in mass.

To wrap up, those new arrows go in line with the following arrow progression:

Wooden Arrows (6/5)- For Newbs and Poor People, sold in shops practically for free

Mithril Arrows (7/7) – For Newbs and Poor People to kill Undead, sold in shops for very cheap

Oriharukon Arrow (9/9) – Easily crafted using Oriharukon, good for hunting undead

Black Mithril Arrow (10/10) – Standard Arrow for everyone, sold in shops for a modest price

Gold Tip Arrow (10/13) – Crafted using Rough Gold, For killing large bosses or rich people

Silver Tip Arrow (11/11) – Crafted using Rough Silver, For killing undead bosses or rich people

Platinum Tip Arrow (13/10) – Crafted using Rough Platinum – For killing small bosses, PVP, and/or rich people

All arrows have had their weight reduced fairly significantly. Unlimited Quivers will be rebalanced/reworked.


That’s all for now. Feel free to leave questions in the comments section, I’ll do my best to answer them.



A Wild Update Appears!


I has been a while, we’ve been quietly working while dealing with the day to day trials of real life. I figured it was time for an update that included more than just “we are still alive” so… here it is! In this post I’m going to walk you through the process I use to make a new zone. I’m going to include a lot of screenshots of the various tools Legends has helped create to streamline the process. All the tools are online, so I can access them where ever I have time to work!


Step #1: Create the core concept behind the zone.

Basically, what is the reason this zone exists? For our example today, I wanted to create an undead focused map for players level 60+ to grind XP. Undead because it ties into the reworked level 50 weapons (all of them are silver now), it’s generally helps favor melee classes, and honestly because I just wanted an undead map.

Step #2: Find sprites for monsters!

I look through the available monster sprites via our catalog to hopefully find working spites that are unused (or at least under used) in the game already. You can see a snippet of the webpage I use below, Sprites 3073, 3083, 3089, and 3092 are all sprites I decided to use for this map. You may notice a lot of sprites look like shadows or just the glowy bits, that’s because the game layers those over the core sprite. This is coded into the client, and can’t be changed. Not all the sprites work, so we use a custom GM command to spawn a test monster with a given sprite #, then play around with them to make sure they can move every direct, cast every direct, and attack every direction.

Step #3: Find an unused map!

This can be one of the more frustrating steps. I use our maps tool to look at all the maps in the game, typically sorting by their internal ID number. The higher number ones are newer, so I start there. I use GM commands in game to tele to each map and check them out. To vet a map requires several things. First, will it even load (some crash immediately). Second, does it feel functional? If you can tele off the map, walk through objects, if the mini map doesn’t work etc. Third, does the spawn table work? To test this I need to add spawns to the map. In cases where it doesn’t they won’t spawn randomly, won’t spawn at all, or spawn “off the map” in dead space. For our map today I chose map 5200. It’s sort of a cross between TOI and IT, you can see it and the map tool below.

Step 4: Make Monsters!

Making monsters is quite easy. I use the save button in the picture below to create a “clone” of an existing monster. This copies all the existing stats of a monster into a new DB entry, giving it a new unique ID. It doesn’t really matter what I start with, but once I make the first monster for a zone I tend to reclone that monster so their stats start similar. In the pictures below you can see the core monster tool page, the “cloned” frog, and then the final product for our “Soulless Lich”. A couple things to note, there are more monster stats than the picture shows, I just didn’t want to try to fit them all in one copy. Also, you may notice the ID’s don’t match, because I cloned the frog for this post after finishing the monsters. On the monster tool page, you may notice tabs indicating tiers of monsters, every monster has a field in the DB where we can set it’s tier for organizational purposes. It makes comparing similar power level bosses much easier. It’s important to note that this step gets revisited a lot, to adjust monster stats. Str, Int, XP, HP, etc all get tweaked a lot throughout the process. Once we reach the end, I’ll hunt the zone and come back and tweak these things about a million times. I do a lot of zone to zone comparisons as well to calculate XP vs HP of monsters vs quality of loot vs ease of hunting vs density of monsters etc. There are a ton of factors to consider and I am certain whenever we go to a beta there will be a ton more tweaks, since I absolutely won’t get everything perfect the first time.

Step 5: Add spawns to the map!

This step is one of the easiest. Going back to the map tool, I select the map and open it’s spawn page (shown below, albeit finished), then select Add spawn. That opens the second page shown below, where I enter the monster I want (it autocompletes based off existing DB monster entries thank god), then choose how it spawns. If I select “Grid”, it will fill in the max X/Y coordinates and spawn randomly across the whole map. Otherwise I need to give it a preselected X/Y and a spawn “Range” for how many cells away from that point it can spawn. Lastly I put in how many I want to spawn. If it works, I try to stick to Grid spawn because it’s much easier, however if I need “areas” of the same map to have different monsters (like new TI) I have to use coordinate spawns with ranges. I gather that data in game using the .loc gm command around places I want certain things to spawn.

Step 6: Monsters need drops!

What good is a monster without drops?! Using the monster tool, I can edit an individual monster’s drop list by clicking the number under the “Drops” column (shown above a few steps). I can add an item individually or open a page that allows me to add them in bulk. The page below shows the item name, the min/max the monster can drop, the chance to drop it, how many other monsters drop that item (Count), and a breakdown that estimates how many minutes of killing a monster it would take to get the item. That last number is mostly there to make sure we don’t make any glaring decimal point errors, it isn’t really used to balance anything since it doesn’t take anything but HP of a monster into account. Our Soulless Lich’ drop list is a work in progress in the picture. He doesn’t drop adena because at this time that zone won’t drop adena. I’ve included another drop list for a special monster, one of our elite dragons, as well… (Disclaimer: also work in progress!)

Step 8: Make a teleport scroll for the new zone!

This one is so simple I’m not including a picture. I create an item similar to how I created the monster, by cloning an existing tele scroll. I change the name, change the x/y/mapid it teles you to, and add it to a shop using a tool similar to how I added drops to a monster.

Step 7: Wait!

We don’t have our skill tool working yet, which would be the final step towards finishing this zone. Once it works, it will be very similar to the drop tool, where we will be able to edit and add a skill to a monster and enter things like power, mana cost, cast frequency, etc. We will also be able to create skills similar to how we create monsters now.  In the mean time here is a picture of the zone we created with monsters in it! I hope you enjoyed reading about this part of the creative process. I enjoy working on this part of the project the most, and I’m excited to share all the content we are creating with you guys some day. Hopefully we can get over our current major hurdle soon, once we do I’m confident we will be able to knock over a lot of subsequent dominoes very quickly. The skill overhaul is just a massive undertaking, touching so many parts of the code, that it’s taking a lot longer than expected. Because of how huge it is, it’s an easy task to burn yourself out on, so taking mental health time is important.






Life Status Update + FI Item Upgrades

Hello All,

Sorry I have been MIA for the past six weeks. Pretty much all of my time is spent either at work dealing with stuff related to the end of the fiscal year or at home doing wedding planning. I have worked on a lot of little things related to Lineage here are there, but none of it felt that it justified an update.  Work will probably stay crazy until the end of July. I am hoping the wedding planning stuff cools down soon now that a lot of the major things are taken care of. Really looking forward to having free time for both Lineage and other stuff!

Since I am making a post I might as well talk about something Lineage related, so I figured I’d give people a look at some items you will be able to craft using “Ancient” armors and weapons. The intent behind these items is to give players a way to pull items requiring ancient scrolls out of circulation and to give people more avenues for gear improvement. I am a big fan of having all equipment be enchantable/destroyable.

When you have items that can enter the economy but have no way to leave you inevitably see the value of those items reduce significantly over time. The best example of this was on live back in the day with rings. I am sure many of you can recall the 2nd or 3rd iteration of the Halloween event, where literally thousands of elemental resistance rings dropped. Almost every single player came out of that event with a complete set of rings. At the time accessory enchants didn’t exist, so there was no way for those rings to ever functionally leave the economy short of players quitting without giving them away. This absolutely tanked their value, which in turn tanked the value of many bosses who relied on ring drops to be worthwhile.

One of my goals is to avoid this kind of situation happening as much as possible. We could just make ancient items enchantable, but doing so felt like it took away an aspect of the items that made them unique. It also would change their power curve in relation to how easy/difficult they are to obtain (I consider ancient armors to be fairly easy to obtain, so getting them over enchanted would also be relatively easy). Since I also wanted to add more utilization of crafting and crafting materials, it seemed like a perfect solution to have craftable upgrades for all of them. They could then be gated not just by how easy ancient items are to obtain, but also by the rarity of the other materials that go into their creation. We still want ancient items to be somewhat affordable to new players, so when upgrading them the ancient item will not be the typical bottleneck that players experience.

So on to specifics. Each armor upgrades into a new armor, while ancient sword and great sword upgrade into one of four variants. These armors are intended to be pretty good options for players, especially if they are over enchanted, but ultimately worse than the rare boss drop items like lich robe/baranka armors.

Ancient Plate Mail -> Darkness Dealer Plate Mail (Knight Only)

APM: 16ac(unenchantable) 3hpr -> DDPM: 16ac(safe +0) 5hpr 1DR 5hit

This should be no surprise since this was actually the only ancient armor that already crafted into a new item. DDPM got a buff, but the crafting materials needed to make it will also be increased.


Ancient Scale Mail -> Scale Mail of Draconic Might (Royal + Dragon Knight)

ASM: 15ac(unenchantable) 4mpr 8hpr -> SMDM: 15ac(safe +0) 5mpr 10hpr 1str 1con

The new scale mail will likely require combining dragon armor, ancient scale mail, and a slew of minor crafting materials.


Ancient Leather Armor -> Drake Hunter Armor (Dark Elf + Elf)

ALA: 14ac(unenchantable) 8mpr 4hpr -> DHA: 14ac(safe +0) 10mpr 12hpr +20 all element resistance

Similar to the SMDM, this item will also require a lot of dragon scales to craft in addition to other minor materials.


Ancient Robe -> Robe of the Magi

ARobe: 12ac (unenchantable) 12mpr -> RotM: 12ac(safe +0) 14mpr 50mp 1sp

The current plan for this item is to require players to combing an ancient robe with a robe of dark elder, along with other minor crafting materials.


Ancient Great Sword (27/45 +3hit +3dmg unenchantable) + Dragon Slayer (24/31 +1str +3dmg safe +6) = Blessed Ancient (Color) Dragon Slayer (27/35 1str +3hit +3dmg safe +6)

There are four color variants: Green, Red, Blue, White

Each are crafted by combining an Ancient Great Sword, a Dragon Slayer, and Gems/Dragon scales of the appropriate color. The weapons will have a minor elemental damage bonus, and all of them will have a very low chance of a “buff” proc that increases Str significantly for a few seconds. Which one you make will be more personal preference than anything.


Ancient Sword (35/20 +5hit unenchantable) + Tsurugi (16/10 +1dmg +3hit safe +6) = Blessed (Color) Ancient Sword (21/15 +1str +1dmg +8hit safe +6)

There are four color variants: Violet, Viridian, Crimson, and Azure

These will also require combining an ancient sword with a tsurugi, gems, and dragon scales. They will also have an elemental damage bonus, probably a little more significant than the BADS, and they will also feature a “buff” proc. With a high hit bonus this item will help mid level players hit some of the super high AC bosses more consistently.


That’s all for now, I am going to make it a goal this week to post some pictures of monsters and areas that are being worked on or are finished.

Thanks for being patient with us.





Micro Update

Hello All!

This is just a quick post to confirm that we are in fact still alive. I’ve been out of town for a good portion of the last two weeks. First two weekends ago for a relative’s wedding, then last weekend for an ice hockey tournament. Both were great, but I am glad I don’t have any more travel plans for a while.

I’ll make a real, actual lineage related post later this week.



Short Update

Hello All,

Quick update today. Legend continues to be slammed both with work and IRL obligations. He is still making slow progress on the skill system overhaul but it’s taking longer than we originally hoped. Still, it will be worth it in the end.

In the mean time I have resumed working on the core pieces for creating some new zones, and flushing out an existing “new” area. I’ve created the monsters for our undead themed 60+ zone as well as a new “horrors from beyond” zone. The undead zone will feature one new boss who will likely be in the T2 category. I scrapped some of my previous work on this zone that I was unhappy with.

The “from beyond” zone is not quite fully flushed out, it was more of a spur of the moment decision to work on it. We had some monster models that were unused that I felt deserved to be in the game. I don’t know exactly where this zone will fit in terms of purpose and difficulty, but this area will for sure have one new boss. I’ll try to post some pictures later this week.

I’ve also been working on a Japanese folklore themed map that they added to the game. It has a lot of interesting monsters and will probably end up being a non-gated leveling/farming area tuned for players 55+. Currently the plan is to have two bosses in this zone, but I may create a third. I am also looking for a similar map to extend this zone into two areas so I can create more of a difficulty gradient and spread out the monster variety.

With the monsters created in the DB, the next steps are to gather location data and create a spawn distribution on the maps, then give the monsters stats, then loot. Skills will be added later once Legend is done with the skill overhaul.




Slow Progress

We are still working when we have the time, but that has been few and far between lately. Legend’s has been absolutely slammed at work, putting in many long days dealing with some extremely high priority projects. I am still spending a good bit of time getting medical tests, and I have had a few weddings to attend (plus another this month, apparently it’s wedding season) but I am still working on stuff for at least a few hours a week. Hopefully things will calm down this month and we can kick things back into high gear.

In regards to what I have been working on, a lot of my time lately has been spent on reviewing work I’ve already done, mostly comparing items, monster drops, and zone viability. As things change over time it’s important to occasionally go back and make sure everything is still on the same level.

To review items I tend to create a spread sheet of all the items that share a type. This allows me to easily compare their stats and to see how item progression feels. For weapons specifically, I include a few extra columns comparing average damage small/large. For the most part not too many item tweaks were needed in review, but some new items were created. These include a set of element based rings for a new zone, a new magic resistance ring, a Baranka Ring to complement Laia’s, as well as craftable “upgrades” for all of the ancient items so they have a way to exit circulation. A lot of unused or irrelevant items have been purged from the DB.

Reviewing monster drops mostly involves making sure bosses within a given difficulty range are consistent, and that drops added to new zones are consistent with existing areas. It’s a lot of looking at drop lists by monster and by item and making sure percentages reflect monster/area difficulty and scale properly. If X drops zels at .5% then Y needs to be .6% since Y is stronger than X, and Z needs to be .2% etc. It’s tedious, but important.

Related to monster drops somewhat, I’ve also spent some time adjusting the drop rates of items I consider to be “crafting materials”. This is stuff like gems, dragon scales, ores, etc. A lot of this is creating consistency and in many cases adding new sources. Gems are some of the most prevalent drops in the game, but are all over the place in terms of rarity. Some easy monsters will drop an emerald 70% of the time, while a powerful monster or boss only drops it 6%. I am slowly evening all of this out so that all crafting materials have a drop rate consistent with their rarity and in relation to the difficulty of the source. This will be important when we overhaul and consolidate the crafting system in the game.

Zone viability is a somewhat difficult concept to compare, as there are a lot of factors that go into it. In general, how I approach this is I first compare monster HP vs XP for all the spawns in a given zone, and for the average of the zone as a whole. While HP is not a perfect metric for how strong a monster is, there is a strong correlation between the two and it gives me a good baseline to start from. From there I look at spawn density by comparing the spawn count to the map size. Again, this isn’t a perfect metric since map size does not exactly equate to overall spawn locations due to terrain features but it’s still a helpful comparison. Lastly, I consider the loot potential of a zone. I try to think about why someone would hunt an area if XP wasn’t a factor, and use that to determine what adjustments might be needed.

Most monsters in the game hover around a 3xp to 1hp ratio. Some areas were exceptionally bad, like FV (originally a 1.7 to 1 ratio), while others were incredibly good, like FI (originally a 5.5 to 1 ratio). Some of this is related to design decisions made when these areas were implemented and the overall balance of the game at the time. FV was added at a time when players were not very high level, stats were capped at 25, and getting to level 52 was a major accomplishment. Our FV has been buffed to about 2.4 to 1 ratio making it a good leveling zone for sub 50 players.

FI was added as the first “high XP high cost” area in the game. It dropped no adena, monsters were considered to be difficult at the time, and it had a significant time cost due to the boat ride length and infrequent availability. Of the top 25 monsters in the game in terms of XP to HP value, FI Doppel zone had 9. Now FI has adena drops, can be reached instantly via scroll, and the monsters on it are considerably weaker when compared to average player power. As a result, FI was arguably the most efficient hunting zone in the game. I have since nerfed some aspects of it, and buffed others. Spawn rates outside doppel zone have been improved, especially in the Cyclops/Ettin area. The XP values for many of the super low HP monsters have been reduced, while the XP for high HP monsters have been increased. Overall the area sits right around a 4 to 1 ratio with good density, making it still an excellent hunting zone but more in line with other places.

TOI areas were buffed a bit, 71-80 most significantly but almost all of the TOI monsters were tweaked a little bit. The bottom 50 floors should all be decent hunting areas, with pros and cons to the different zones. 81-100 had the biggest overall change to their XP values but that was because they were significantly under valued overall. The main draws to hunt those floors are still drop related, the xp buffs there simply make them not wildly inconsistently bad. Monsters in 81-90 and 91-100 both drop unique items you cannot obtain elsewhere (a new ring on 81-90 and earrings on 91-100).

I removed dancing swords from TOI and replaced them with succubi from the same floor set. As a result 17-20f TOI will be more dangerous than it was previously, but will also be a better hunting zone. I’ll admit this change was not for any balance reasons, I just despise dancing swords and their dumb hit boxes so I decided to abuse my absolute power.

Spirit Grave was tweaked considerably. The hp for the weaker spirits was lowered a lot, while the Abyss spirits had their XP buffed. This area provides a lot of quality loot in terms of ori daggers / crimson spears / element gloves, but will now also be a pretty good hunting zone.

Ivory Tower got yet another xp boost since my original numbers ultimately were still too low when comparing the difficulty of the zone (in general I try to aim for under tuning than over tuning so this is to be expected). Upper IT offers excellent xp and loot, but is an extremely dangerous area. Demon King (previously Demon) has been upgraded to a T2 boss to reflect the increased difficulty of his spawn zone.

That’s about all I have to cover for now, I’ll save the rest for a later post. Feel free to give your thoughts on some of these changes, or to let me know if there is any additional info you are interested in.





Enchanting Changes!

A few quick updates before I dive into the primary topic of this post (Enchanting). First, I have been very busy working on a lot of little things that have been put off in favor of large projects. Cleaning up and identifying NPCs to remove, creating proper teleport scrolls for places, and gathering info on places we still have translation issues. Legends has been very busy with some major work projects, as well as some family stuff, so not too much progress has been made on the skill overhaul.


Enchanting! It’s essentially gambling, and it’s addictive! We spent a lot of time reviewing and cleaning up the enchanting code. There was a lot of code added over the years for various event enchants that we were able to purge, as it no longer did anything. At some point between our old server version and our current one they removed the ability to take an item safe to +0 and cursed enchant it then blessed enchant it to make it +2. Instead the best you could get was back to +0. We reverted that change back to the old code because I felt it was a mechanic players were used to and removing it would cause a lot of frustration as players waste resources trying to do it when it’s impossible.


Some people may remember back when the giant grave and sanctuary of evil were added to the game they also added some “new” enchant scrolls. These were the Kalbas and Gians scrolls. There was a ton of speculation about these scrolls, and many people believed they had a higher success rate than your standard scrolls. Ultimately, this was untrue. As far as the code is concerned they function exactly like zel/dai scrolls, they just have a different name and icon for flavor purposes. I however really liked the idea, so we’ve decided to implement it. I have renamed them to”Legendary Enchant Weapon Scroll” and “Mythic Enchant Armor Scroll” (Yes, I named them that on purpose), and they can be obtained from T3 bosses or higher (starting around 25% chance, but scaling up with content difficulty). They come in normal and blessed varieties, and function the same as normal enchants except with a slightly higher success rate. The actual number isn’t set in stone yet, but it won’t be more that 5%. This gives players an addition type of resource reward for doing difficult content. It also gives players who want to try to over enchant rare items a way to have slightly better odds, at the cost of using a significantly harder to obtain enchant scroll.


Elemental enchants were also changed a bit. At some point they added two additional levels to each kind of enchant that are unlocked at high enchant levels. We’ve decided to keep this, but made a few tweaks. Previously any weapon could be enchanted up to level 3 (+2/4/6 dmg). The way it will work now is a weapon can increase in elemental enchant level based off how over enchanted it is. A weapon that is safe to +6 can get elemental level 1 at +7, 2 at +8, 3 at +9, 4 at +10, and 5 at +11. If a weapon is safe to +0, it unlocks each level at +1/2/3 etc. Essentially however over enchanted it is, that’s how strong an elemental enchant it can hold. Elemental enchants are still an item sold in stores only. They can never blow up an item, but they have a low success rate (that also decreases as you enchant higher). They serve as one of the major ways to remove adena from the game.

The reasoning behind this change is that it allows medium tier items to remain useful when compared with rare boss items. When they reach extremely high over enchanted levels, the bonus damage you gain from increasing the element level helps close the gap between the already very high damage of a rare weapon. A good example of this is Ori dagger vs Bloodletter. Here is a breakdown of their stats below:

Ori Dagger: (7/7 +3dmg)

Bloodletter: (16/16 +6dmg +5hit +2str)

At +0, Bloodletter is a vastly superior weapon. However when you compare various over enchant Ori daggers to a +7 lvl 1 Bloodletter the gap closes significantly, eventually passing it.

+7 lvl 1 Ori: 4 (average of dmg range) + 3 (weap +dmg) + 7 (enchant level) + 2 (element lvl) = 16dmg average

+8 lvl 2 Ori: 4 (average of dmg range) + 3 (weap +dmg) + 8 (enchant level) + 4 (element lvl) = 19dmg average

+9 lvl 3 Ori: 4 (average of dmg range) + 3 (weap +dmg) + 9 (enchant level) + 6 (element lvl) = 22dmg average

+7 lvl 1 Bloodletter: 8.5 (average of dmg range) + 6 (weap +dmg) + 7 (enchant level) + 2 (element lvl) = 23.5dmg average

+10 lvl 4 Ori: 4 (average of dmg range) + 3 (weap +dmg) + 10 (enchant level) + 8 (element lvl) = 25dmg average

+11 lvl 5 Ori: 4 (average of dmg range) + 3 (weap +dmg) + 11 (enchant level) + 10 (element lvl) = 28dmg average

At +10 the ori begins to pass the Bloodletter, however the additional str and hit make Bloodletter the better choice overall. A +11 weapon begins to do superior damage over a safely over enchanted boss weapon. Obviously if you over enchant rare high quality weapons they will be superior even to +11 versions of more common options. Making a +11 level 5 ori won’t be easy or cheap, as anyone who’s tried to make just a level 3 elemental weapon with bad luck can attest to, but this change allows players who can’t reliably farm a boss that drops their good weapon a way to still improve and compete with those who can.

To recap, ultimately this makes it so the more easily obtainable weapons like ori dagger, tsu, 50 quest weapons, kaiser weapons etc are still valuable to players even into the end game. Early on they will be the best weapons available to most players. Later, people can stockpile them then try to make +10/11 versions that will at least become more comparable damage wise to the .2% drop rate boss tier weapons. Those rare weapons will still edge out these older options in terms of additional stats, but the raw damage gap can be narrowed. Fidelity weapons are a league above, with boss tier weapons only barely competing with them around the +10/11 mark. How you craft Fidelity weapons will almost certainly receive an update as well. More on that once we finish updating the crafting system.

One final thing to keep in mind regarding elemental enchants, the damage bonus they provide will be of their respective element type. This means it will be subject to the target’s elemental MR, and may be reduced or amplified depending on their resistance/weakness. This makes it overall a less reliable source of damage, as it could be more or less than if it were just raw damage. Keep that in mind when evaluating any two items, in the case of the +10 Ori vs +7 Bloodletter, the ori relies on elemental damage a lot more. If the thing that player is hitting is weak to that element, it may be the better option of the two. However if they are hitting a player who has good elemental MR or a monster with the same type of element as their enchant, it is almost certainly the weaker weapon.


Our next topic is Doll enchants. Doll enchants will be sold by a vendor. Players can use these enchants to try and improve their doll. Each enchant level grants 2% weight reduction, and reaching level 6 and level 10 each grant +1 primary. The success rate starts out moderately high and scales down significantly, similar to accessory enchants. You are not intended to easily obtain a level 6 doll, and level 10 dolls are intended to be extremely rare. All dolls are obtained via a universal boss drop called a Magic Doll Contract. You can trade one of these in for a standard Monster doll, or several for a “Class” doll. The class doll combines two of the effects from the monster dolls.

We are implementing a doll enchant system because we want a way for dolls to leave the economy. We decided to offer a lower and higher tier doll so players have the choice of getting many normal dolls to try enchanting or getting just a few of the better dolls. We didn’t want the class dolls to just be monster dolls with better stats, otherwise players may feel obligated to go for them. Instead, I paired the existing doll characteristics based off how desirable I felt they were (low with high) and how thematic they were with their class. For example, the Succubus doll will give 2% spell crit, Lich doll 1SP, and Elder doll 30 mana regen ticks. The Mage doll combines the succubus doll and the elder doll, giving 2% spell crit and 30 mana regen (Not 2% spell crit and 1SP, which would definitively make buying a normal monster doll a bad idea). If you only care about the 1SP/2% spell crit, and you want to make a +6 for the +1 primary as easily as possible, you are better off buying Monster dolls to over enchant. I’ll post all the doll stats sometime down the road.


Our last topic is Accessory enchants. You all are probably very familiar with the accessory grading system. Low Grade gives mana and eventually SP, Mid grade gives health and eventually MR, and high grade gives elemental resist.  After discussing this at length, we’ve decided to change how the system works from a fundamental level. The accessory grading system has an inherent bias towards caster classes and causes weird itemization choices. We are removing accessory grades completely. Instead, there will be three different kinds of accessory enchants that will drop from bosses. These are the Core Accessory Enchant, Guardian Accessory Enchant, and Support Accessory Enchant. Below is a table with their respective scaling, the bonuses shown are the cumulative totals for each enchant level.

In general, the Core enchant replaces the low grade but instead of giving 1SP it gives 1 Primary. This makes it useful to all of the classes. Because it gives a core stat, the other bonuses the Core enchant gives are comparatively lower than the other enchant types. The Guardian enchant replaces the high grade, and gives players an excellent defensive option. The support enchant is intended to be useful for players while hunting. Keep in mind we don’t have any server wide weight limit increases, instead choosing to provide players with more weight reduction options.

It is my hope that this change gives players more options when considering gear. Players will have a path for gear improvement that doesn’t hinge on obtaining super rare items. A +10 ring of magic resist still won’t beat something like a Thebes ring, but working on obtaining your +6/10 rings will give you more goals and item progression steps between the two.

That’s all for this post. I know some of these changes are fairly significant, but they will hopefully result in a better overall long term experience for both casual and hard core players. As always, feel free to leave your thoughts and suggestions in the comments.




Stat Changes

We’ve made some changes to how Stats work that I’d like to take some time going over. Some of these changes are more extensive than others. I’ll do my best to explain how each system used to work, what we changed about it, and why. In general though, many of these changes were done to make stat progression linear, removing the bizarre break points in value that existed previously. We want every player to very easily understand what benefit they are getting from each and every stat point they add.


Below is a table showing Str values from 1-40. 40 is not a cap, you can assume any trends shown extend to infinity. The old system alternated randomly between giving damage and hit every other point, every third point, and sometimes every fourth point. The new system makes it so you gain +1 dmg on even levels, and +1hit on odd levels. In the mid to late 20’s you curve out slightly better, but an anomoly at 32/33/34 in the old system caught it back up. Both systems have the same +dmg at 34, and the new system slowly pulls ahead again as you go to infinity. Hit is similar, but with a slightly larger gap generated because it lacks the weird 32/33/34 boost.

Overall characters will have a little more hit and +melee damage at high levels than they did previously.

I’ve included a column regarding Bonus Weight. We’ve tweaked the weight calculation a bit. The old system used a method that involved the following line of code:

double maxWeight = 150 * (Math.floor(0.6 * str + 0.4 * con + 1));

What this means is each point of Str was worth ~90 weight and each point of Con was worth about 60 weight, but only if they ticked you over to the next “whole” number. This is kind of a silly way to do it, as it results in some str/con points not impacting your weight limit at all. We have replaced this code with the following:

double maxWeight = 150 + (75*str) + (75*con);

This makes it so every single point of Str/Con will add to your weight limit. We also changed it from a 60/40 split to a 50/50 split. Str is a bit less effective than it was, Con is a bit more, but both improve in terms of consistency.





















Below is a table showing Dex values from 1-40. 40 is not a cap, you can assume any trends shown extend to infinity. Dex gains +1 Dmg every 3 levels, starting at 5. This damage only applies to bows. The old damage scaling was very odd, with a bunch being front loaded between 15 and 18. This new system spreads it out evenly. Players with very high dex will ultimately have a little more damage than they did previously.

Dex also gains +1 hit every single level. This hit applies to all attacks (It did previously too amazingly enough). At very high Dex players will have considerably more hit than they did previously. This is a change that ultimately I think will be ok, and makes thematic sense with having an extremely dexterous character.

Easily the most significant change we made to all stats is how Dex affects your AC. Previously, adding Dex changed the ratio at which you obtained AC via leveling. This went from 1ac per 8 levels at 10 dex, down to 1ac per 4 levels at 18 dex. We have removed this mechanic from the Dex Stat completely. All players will gain 1ac per 8 levels regardless of their Dex.

Instead, Dex grants a static bonus to ac based on its value (including items/buffs). You gain 1ac per 3 Dex. Lower level characters will benefit from this change the most since essentially some of the bonus ac they previously gained via levels is now simply given to them. Most Higher level (think level 80) characters ultimately won’t have as an extreme benefit as they received previously from hitting the magical 18 dex break point, however if they are a character that increases Dex beyond the 30 mark, they WILL gain MORE AC with this system than they did previously.

In the end, Dex elves benefit considerably from all of these changes. They will have slightly more dmg and ac, and significantly more hit. All characters will benefit from Dex on items or buffs as it grants them bonus hit and potentially bonus AC.


Wisdom has undergone several changes. First and foremost, we’ve changed how MR scales with Wis. The old system gave a steadily increasing bonus starting at 17 Wis up to 23 Wis. This made hitting 23 wisdom an INCREDIBLY advantageous number. Simply adding from 22 to 23 wisdom gave you +10MR. Entire character builds existed around hitting this milestone. We have made the MR bonus per point of wisdom completely linear. Every point is worth 3MR. A character with 0 wisdom has -30MR.

This change makes each point of wisdom a very predictable bonus. The change makes getting some MR from Wisdom easier, as positive values can be achieved much earlier. The slower scaling between 17 and 23 makes it so the old system pulls ahead around 22 Wis, but the new system closes the gap by 27. If a player chooses to continue boosting wis to the max, they will find they have considerably more MR than the old system allowed. I should however mention that MR as a whole has significant diminishing returns. Obtaining extremely high base MR from wisdom is best utilized as a way to allow you to equip non-MR items, not so you can stack MR as high as possible.

Overall this change to MR scaling should make building a character much more flexible, as you can add wisdom to the exact amount of MR you feel you need without the necessity of going for exactly 23 for max value.

In addition to the change to MR, we have also changed how wisdom grants bonus MPR. Previously, wisdom only gave bonus MPR to players while they utilized a potion of mana. Now players will gain mpr based off the formula (Wisdom – 10) regardless of if they are using a mana potion. Mana potions now give a fixed 4mpr, and greater mana potions give a fixed 8mpr. You cannot go below 1mpr regardless of your wisdom score.

Lastly, we have updated the code that calculates MP gains. The old system took your wisdom value and compared it to a CASE check, getting an X and Y Seed value. The Y Seed value was used to roll between 0-Y, and the result was added to the static X seed value. This was then multiplied by a class modifier, and that was the mana you gained on levelup. The problem with this system is that at many points, increasing wisdom actually resulted in LOWER mana gains because different values were in different CASES seemly at random. If you have 27 Wisdom you had and X and Y seed of 5 each, but if you added to 28 Wisdom you had a 5 X seed and went back down to a 4 Y seed.

We have replaced the Case system with a formula that scales linearly. Classes still have the same modifiers and overall the scaling lines up very similarly, but without the weird backwards steps in progression. Original Stat bonuses (bonuses you get for going high wisdom at character creation) remain unchanged.


As stated above, Con now gives more weight reduction than it did previously and it does so on a consistent per point basis. The amount of weight gained by each point of con is identical to the table shown for Str.

We have adjusted how Con gives you HPR. The old system increased your tick range by 1 point per con, between 15 and 25 con. If you had less than 15 con you gained nothing. If you added beyond 25 you gained nothing. It only increased the potential top end of your regen ticks. It was very bad. I honestly think it was a relic from when stats capped at 25 and everyone had 1/3 the HP, and nobody ever bothered to update the HPR code.

The new system uses the following formula:

HPR = Random((Con-10)/2) + ((Con-10)/4)+1

Essentially every 2 points of con gives you a “random” regen point, and every 4 give you a “Static” regen point. A character with 18 con would have the following:

HPR = Random((18-10)/2)+((18-10)/4)+1 = Random(4)+(2)+1 = 3 to 7 per tick before additional bonuses.

Lastly, we have made significant changes to the HP levelup formulas. The old system used a hard coded value for each class, added your “original stat” bonuses for being a con character at creation, added (Con-15), and then rolled 0-2. For an 18 con knight this looked like this:

17 (Knight core) + 3 (bonus for starting con) + 3(18Con-15) + random(2)

HP gained per level = 23-25

For reference,  a 20 Str Knight HP gained per level = 17-19

Our new formula lowers the “core value” and makes con a greater factor. The new formula looks like this:

HP = (Class Core) + (Class Modifier)*((Con-10)/2)+(Original Bonus) + Random(2+(Con-10)/4)

Here is the same 18 Con Knight with the new system:

HP = 13 + (2*((18-10)/2)) + 3 + Random(2+((18-10)/4))
HP = 13 + (2*4) + 3 + Random(2+2)
HP = 24 + Random(4)
HP = 24-28

Here is the end result for the 20 Str Knight (14 con and no original bonus)

HP = 13+(2*2) + Random(2+1) + 0
HP = 17 + Random(3)
HP = 17-20

In the non-con case, the character ends up nearly equal to the old system. The Con Knight has a better top end, allowing for the possibility of higher HP. In general regardless of your class, adding con will not only increase your average HP, but also the variance of the top end. Low con characters will have fairly consistent HP’s due to the smaller “Random(X)” range. High con characters gain more static HP based off their  “(Class Modifier)*((Con-10)/2)” but also gain a wider “Random(X)” range of possibilities.

Here are the Core Value and Class Modifiers for each class:

Royal: Core = 10 Class Mod = 1.5
Knight: Core = 13 Class Mod =  2
Elf: Core = 9 Class Mod = 1
M: Core = 6 Class Mod = .75
DE Core = 9 Class Mod = 1
DK Core = 10 Class Mod = 1.5
Il Core = 7 Class Mod = .75

These values were ultimately selected based off the existing data as well as simulations of characters with various con scores. There is no build that was negatively impacted by this change, even if you add no Con at character creation. Con builds in general do benefit from it. Players that add con as they level will ultimately see a greater benefit than they did in the previous system.


This stat is more a topic for a post about summon monster changes. At this time there are no plans to change how Charisma works for most classes.


We have made a design change when it comes to INT that at a glance may seem big, but is really more of a quality of life change. We have also changed bonus SP scaling to be linear. You gain 1 bonus SP every 3 INT. This spreads out the huge amount of bonus SP that was previously concentrated between 18 and 24. Players with traditionally lower INT benefit from this, as they will have access to some bonus SP earlier. Mages leveling INT will suffer a bit in the 20-30 range, as they no longer get as much of their bonuses front loaded. However ultimately this change makes it so players who Max INT and wear INT items beyond will see an increase in SP.

The major design change we made was now every point of INT grants you one point of SP. This is in addition to any bonus SP, so at certain Int values you may gain 2 SP. Along with this change, INT itself is no longer a factor in the damage your spells do. This change does not affect the existing balance in the game. Previously spells used the combination of your INT and you SP in a 1:1 ratio to calculate damage. We are simply having SP reflect the sum total of all sources (Bonus SP, SP on items, Magic Level, Character Creation Bonuses, Etc.) so that it is easier to understand exactly how strong you are with magic. To recap, old system used INT + SP to calculate spell damage. The new system has every INT give 1 SP, and then only uses SP. Your SP on your character sheet will look much higher than you are traditionally used to, but it is for all intents and purposes the same as before (except for the smoother bonus SP scaling).


Ok this was a very long post! Please feel free to ask any questions in the comments or to give your thoughts on what you do/don’t like about the changes.