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Sedy Admin Sedy
posted on Thursday, August 20 2020, 11:48 AM in Updates
The next update is due later this week. I still have some testing to do but if all goes well it will happen on Friday evening, otherwise it will likely be on Monday evening.

Update: It will be on Monday - I have not finished testing yet.

Update: The server will be down for a few hours at around 21:30 to apply these updates.

PETS
Storage
You can now collect as many pets as you want! Summoning a new pet when your 6 pet slots are full will place the new pet into a new Storage area, and you can move your pets between the pet slots and the Storage at the click of a button.

/images/iris/petstorage_petwin.jpg

To view your pet Storage, simply click on the Storage button at the bottom of the Pet Window. Here you can scroll through all of your stored pets, or type their name into the filter, and move them to an empty pet slot when you want to use them.

/images/iris/petstorage_storewin.jpg

Note: When moving a pet to Storage, you must unequip it's armor first - pets cannot be stored with armor equipped.

Quality Upgrade
You can now upgrade existing pet's rarity, e.g. Unique to Epic!

A new Upgrade button has been added to the Pet window. Clicking it will open the Upgrade window that details what you gain from upgrading and what you need to do to upgrade the currently selected pet.

/images/iris/petstorage_upgradewin.jpg

To upgrade an existing pet's quality, simply use the same Summon Scroll. Each time you use a Summon Scroll of an existing pet, it will gain 1 Upgrade Point. When it reaches 3 points you can upgrade it to the next rarity, ie, Rare to Unique, or Unique to Epic.

Example 1: You have a Unique Mush pet already, and you use a Unique quality Mush Summon Scroll, your Unique Mush will gain an Upgrade Point.

Example 2: You have a Rare quality Blood Zombie already and you use two more Rare quality Blood Zombie Summon Scrolls. Your Blood Zombie will gain 2 Upgrade Points.

So what will happen when you upgrade a pet's rarity? What will improve?
1. Auto-Attack cooldown will be reduced - making attacks faster.
2. More Primary stats (Str, Agi, Sta, Int, Wis), which in turn increase Secondary stats like Hit, Crit, Attack etc. - making it much stronger.
3. Available Intensify Points will increase, allowing you to increase Primary stats even more with Intensify Potions.

Which rarities can be upgraded?
Common, Uncommon, Rare, and Unique.

So I can't upgrade an Epic pet to Moolah quality?
No.

Can I upgrade the same pet multiple times?
Yes, if you have a Common pet, you could first upgrade it to Uncommon, then to Rare, then to Unique and finally to Epic.

Can I keep more than one of the same pet?
You can, but there is a caveat. You cannot summon and keep an additional pet of the same quality, because of the upgrade system. If you already have an Unique quality Mush, and you try to summon another Unique quality Mush, it will be used to upgrade the one you already have. To keep two Unique Mush you would need to upgrade your Unique Mush to Epic, and then you could summon a new Unique Mush.

Interface
Pet slots of unselected pets now fade slightly so it's easier to see which pet you have selected when you are viewing the Skill, Intensify, Evolve windows etc.

You can now right-click or double-left-click pet armor items in your inventory to equip them to the currently selected pet. The Pet Window must be open and the pet must be dismissed.

You can now double-left-click on equipped pet armor in the Pet Window to unequip it and move the item to your inventory. The pet must be dismissed.

You can now double-left-click a pet in the Pet Window to summon it, or dismiss it if it's already summoned.

The Dismiss button has been removed from the Pet Window.

The Summon button is now a multi-functional Summon/Dismiss button. If you do not have a pet summoned, it will summon the currently selected pet. If you have a pet already summoned and a different pet selected, it will dismiss your current pet and summon the new one. Finally, if you have a pet summoned and the same pet selected, it will Dismiss the pet.

The Skill and Intensify buttons are now small green + symbol next to the Skills and Primary Stats headings of the pet window.

Corrections
Corrected display glitch of incorrect equipped items showing on the first pet in your list after deleting a different pet. Item's of any recently displayed pet in the Pet Window were overlaying their item icons on top of the first pets item icons - until you clicked the first pet again.

Corrected a display glitch with the Quick Hit skill. It was incorrectly showing the skill's icon on all nearby pets - they were never actually receiving the actual Attack Speed buff - just the icon.


CURRENCY
Scrub's Tears
Due to excessive cheating of the voting system that is beyond my control and wasting far too much of my time, I have changed Scrub's Tears into an actual currency, like Moolah and Gold.

The old Scrub's Tear item has been renamed to Scrub's Tear Token and is now sellable to any vendor for an equal amount of Scrub's Tears currency. When you sell 1 Scrub's Tear Token to a vendor - 1 Scrub's Tear will be added to your Scrub's Tear account balance. This is the same system as we use for Moolah.

/images/iris/tears_tooltip.jpg

Your Scrub's Tear balance is displayed at the bottom of the main inventory window, along with Moolah and Gold and is ACCOUNT wide - so it's usable by any characters on the account.

/images/iris/tears_inventory.jpg

The Scrub's Tear Token remains tradable, so any you already have in your inventory already can still be traded/mailed/sold - and any newly obtained Scrub's Tear Tokens from ingame items such as 5-Minute Quiz Envelope prize, Vial of Tears item, Tear's of Battle item, GM Boxes etc., or from monster drops, Vortex/Hall of Elements/Snow Mountain rewards, will be tradable, but Scrub's Tears obtained from voting, the levelup reward system, SlotZ, Daily Gift, and Hourly Gift will be added directly to your account-wide Scrub's Tear balance and therefore cannot be traded in any way.

Moolah
Moolah obtained from the Daily Gift system and from the levelup reward system when reaching level 100 will now be added directly to your Moolah balance instead of receiving Untradable Moolah Tokens. This is just a convenience for the player not having to bother with selling the token to get the Moolah added.


VOTING
Voting for Scrub's Tears is now tied to your account. Tears obtained from voting will now go directly to your account balance as mentioned in the CURRENCY section above, not to the character name you have setup in your profile. You will need to login to the website with the game account you want the Tears to go to when voting. This isn't a problem for accounts created 2013 or later, but some older accounts might not have a linked website account still - if that is the case for you, contact me to get it fixed.

There is no longer any level requirement for voting.


ITEMS
Defender Cloaks
Added new Defender's Cloaks to the Moolah Mall. These provide Movement Speed, All Protection, All Defense, Max HP and All Stats.

Stat Changes
Poisonous Dragonling changed from 5% PvP Bonus Damage to 10% All Attack which will result in more damage done in nearly all cases.

Corrections
Corrected tooltip of Uncommon quality VII equipment cards - they all had the tooltip of an AB type card.

Corrected the icons of several Moolah quality pet summoning scrolls.

Corrected the missing texture for Arcanian Pioneer costume on female Hybrid characters.

Added missing recipes [Recipe] Protection Card VI and [Recipe] Magic Protection Card VI to the Battlefield vendor.


MOUNTS
Imperfect Pegasus/Imperfect Chimera/Imperfect Skerris
Slowed down the running animations of the Imperfect Pegasus and Imperfect Chimera mounts - they look far less CRAZY now.

Corrected issues with hair, ears, armor and equipped items glitching while using these mounts. In some cases your legs will just stick through the armor if it has a skirt around it, but it's better than before where your skirt would be around your neck and showing your underwear.

Mantles, cloaks and costume back accessories position corrected on female characters while using Imperfect Pegasus.

Icey Griffon
Minor alterations to textures - plastic plaster/diaper blue to a paler blue on it's rear end.


GATHERING
Corrected some issues with the Silver, Gold and Platinum Treasure Chests in Pandahama Island and Port Plunder. Their clickable area was way too large and sometimes getting in the way of clicking other objects like players, monsters, monster loot boxes etc. The clickable area is now smaller, but still slightly larger than the box itself.

Tip: If you ever have an issue collecting a monster drop due to something else getting in the way, just press the Loot shortcut key (E by default) to automatically loot the nearest drop.


ITEM ENHANCEMENT
Enhancement Increase Scroll
Now increases the chance of success of regular (Uncommon quality) enhancement cards by 10% and Advanced cards by 20%. That's a +5% increase when using regular cards and +15% when using Advanced.

Corrections
Corrected some issues with the item enhancement system sometimes using the incorrect success rates for Advanced Enhancement Cards.

Enhancement Rates
I posted this table of rates some time ago, but I have updated it with the bonuses received from the Enhancement Increase Scroll (Booster card). The following table shows the rates provided by each type of card and the booster. The Enhancement Increase Scroll increases the rates of the regular (Uncommon) enhancement cards by 10%, and the Advanced enhancement cards by 20%, as well as protecting from dropping a level on a fail.

/images/iris/ns_enhancementrates.jpg

Compared to how it was in the retail version of the game, where items could be destroyed if you failed:

/images/iris/retail_enhancementrates.jpg

It was extremely unlikely you would be able to ever get to +10 without buying Protection cards for real money, preventing your item being destroyed - and even with those it was still only a 2~3% chance even if you paid real money for advanced cards! The Protection cards did nothing but protect an item being destroyed - they didn't increase your chance of success of gaining a level. Crazy stuff!


CLASS SKILLS
Glitch Casting / Animation Cancelling
In an effort to fix the long-standing bug that allows players to cancel the character animation of a skill while still gaining the damage and effects of the skill by abusing skills or items that have a casting time (including instant cast mounts), skills with a casting time, including those that have been reduced to 0s cast with the Casting Time stat, and using a mount (cast time or instant cast), now activate the global cooldown of 1s on all skills. This should in effect prevent glitch casting, or at the very least make it much more difficult to initiate and maintain.

You may wonder why this long-standing bug that has almost become part of the game now been blocked by introducing a cooldown on all skills, even for only a short 1s? Because it's detrimental to the game on many levels - especially when done with an instant cast mount. It's detrimental to the game server that has to send information back and fourth between all nearby players and it's especially bad for nearby players with higher latency, causing them to lag, and those with lesser computers, graphics lag. I'm fairly certain most of you have experienced one of these or both during your dungeon runs or raid bosses when a bunch of players are glitching their entire skillset in a few short seconds. Also, it favours certain classes - making them desired in parties over the other classes. It trivialises content and it's extremely unfair and frustrating in PvP.

This change is as fair as I can make it. You can still use your mount whenever it's needed and not have to worry about it having a cooldown and casters will no longer be able to take advantage of glitching by utilising their skills with a cast time either, so it's the same for every class.

Several caster skills have been adjusted/changed due to this, including changing several skills with a casting time into instant cast skills and their auto-attack skill will not be activated automatically after using a skill anymore so it will not get in the way of their skill rotations. If further changes are needed and warranted, they can be looked at some more.

Healing classes are not affected by this change. Their skills with a casting time will not activate the global cooldown on their instant skills unless they are specifically already set to have a global cooldown - so everything remains the same with regards to the healing classes Sage, Prophet, Priest and Saint.

Most PvE content difficulty will remain the same. The content is not balanced around glitching. The only change will be a very slight reduction in the stats of Hell Mode monsters.

Everyone is entitled to voice their opinion. Oh it's the death of this class, or that class, or it's the death of the game. Go ahead if you wish, but keep a civil tone. Abuse will not be tolerated, and I will not be swayed on this decision. It needed to be fixed for many reasons and I have hopefully done that in the best way I could come up with at present. If the only enjoyment the game provided you was when abusing this bug, and you no longer wish to play, that is up to you - but I believe most players will realise this is for the good of the game - on many different levels.

TL;DR?
All your skills will go to cooldown for 1s after using a mount OR a skill that has a casting time.


Skill Animations
Soul Blader
Tempest Slice 2
Fixed the incorrect skill animation - it was incorrectly using the Accelerated Jab animation and visuals. It now has the correct animation and visuals of a long-distance skill - the same as Tempest Slice 1 in the Fighter skillset.

Myrmidon
Shatter and Rising Steam Strike
Fixed the incorrect skill animations. They incorrectly had the animation and visuals of a long-range skill (bullet etc.).

Hybrid Race Passives
Wild Nature, Wild Nature 2
Now grants All Attack+ and All Attack% instead of Physical Attack+ and Ranged Attack+. Maxxing out these two passives will grant a total of 5% All Attack.

This brings the Hybrid passives into line with the other race passives that already grant percentage based bonuses that scale up as you improve your character.

Class Passives
The Shield Expert passives have been adjusted to match Protection with the amount of Crit chance the other classes get with their passives. Boss Damage bonuses have been removed and the Provocation passive now grants more Threat which should be more effective than the Boss Damage when it comes to overall threat.

Fighter & Warrior
Shield Expert now grants 10/30/50 ALL Protection instead of 300/650/1000 Physical Defense.

Knight
Shield Expert 2 now grants 20/40/60 ALL Protection instead of 5/10/15% Physical Protection and 5/10/15% Boss Damage.

Guardian
Shield Expert 2 now grants 20/40/60 ALL Protection instead of 5/10/15% Magic Protection and 5/10/15% Boss Damage.

Templar
Shield Expert 3 now grants 100/125/150 ALL Protection instead of 5/10/15% Physical Protection and 5/10/15% Boss Damage.

Champion
Shield Expert 3 now grants 100/125/150 ALL Protection instead of 5/10/15% Magic Protection and 5/10/15% Boss Damage.

Templar/Champion
Provocation now grants 10/30/50% Threat, increased from 10/20/30%.


Mage/Shaman (and all 2nd/3rd caster and healer jobs)
Auto-Attack
No longer activated automatically after using a skill. You can use it by adding the Auto-Attack skill icon (found in the 1st job skill tree of the Skill interface) to your quickbar, or you can simply double-click your target, or use the Attack shortcut key (default is Left Control key).

Auto-Attack now does 90% of your Magic Attack as damage, up from 80%.

Shaman/Warlock/Sorcerer
Due to the new 1s cooldown on all skills after using a skill with a casting time, several skills that previously had a casting time have been changed to instant.

The Boss Hunter buff has been removed from all but Tempest Shock skill.

Cyclone
Changed to Instant cast.

Chronotrap
Changed to Instant cast.

Blazing Anger 1/2
Changed to Instant cast.

Tempest Arrow 1
Changed to Instant cast.

Tempest Arrow 2
Changed to Instant cast.
No longer grants Boss Hunter or Wind Infusion.

Tempest Spear 1
Cooldown reduced from 5/5/4/3s to 5/4/3/2s.

Tempest Spear 3
Cooldown reduced from 3/2.5/2/1.5/1s to 2.5/2/1.5/1/0.5s.

Tempest Shock I
Chance to reduce All Defense -62/-137/-225/-325/-437 changed to Magic Defense -100/-200/-300/-400/-500.

Tempest Shock II
Chance to reduce All Defense -1000/-1500/-2000/-2500/-3000 changed to Magic Defense -1000/-1500/-2000/-2500/-3000.

Tempest Shock III
Chance to reduce All Defense -4000/-5000/-6000/-7000/-8000 changed to Magic Defense -4000/-5000/-6000/-7000/-8000.

Chronovoid
The DoT (Damage Over Time) element of this skill is now calculated from your total Magic Attack instead of doing a fixed amount. Previously the skill's DoT did 3000/4000/5000/6000/7000 damage every 2s for 6s, so at max rank the skill would do 7000 damage every 2s for 6s - total damage 21000.

How much damage will it do now?
If you have 20000 Magic Attack
At max rank, the damage will be 6333 damage every 2s for 6s.

If you have 30000 Magic Attack
At max rank, the damage will be 9500 damage every 2s for 6s.

If you have 40000 Magic Attack
At max rank, the damage will be 12666 damage every 2s for 6s.

Mage/Magician/Wizard
Due to the new 1s cooldown on all skills after using a skill with a casting time, several skills that previously had a casting time have been changed to instant.

The Boss Hunter buff has been removed from all but Chilling Shock skill and Chilling Shock 1/2/3 have been normalised as each version of the same skill from the 3 different jobs was granting a different debuff - they all grant -def now.

Chilling Shock I
Chance to reduce Attack Speed by 5/10/15/20/25% for 5s changed to Magic Defense by -100/-200/-300/-400/-500 for 10s.

Chilling Shock II
Chance to reduce Movement Speed by 50/53/56/59/62% for 5s changed to Magic Defense by -1000/-1500/-2000/-2500/-3000 for 10s.

Chilling Shock III
Chance to reduce All Defense -4000/-5000/-6000/-7000/-8000 changed to Magic Defense by -4000/-5000/-6000/-7000/-8000.

Permeating Chill 1
Changed to Instant cast.

Permeating Chill 2
Changed to Instant cast.
No longer grants Boss Hunter.

Permeating Chill 3
Changed to Instant cast.
Attack Speed debuff increased from -10/-11/-12/-15% to -10/-15/-20/-25%.
No longer grants Boss Hunter.

Ice Arrow 1
Changed to Instant cast.

Ice Arrow 2/3
Changed to Instant cast.
No longer grants Boss Hunter or Ice Infusion.

Telekinesis
Changed to Instant cast.

Thunder Sunder
Changed to Instant cast.

Arctic Gust 1
Cooldown reduced from 5/5/4/3s to 5/4/3/2s.

Arctic Gust 3
Cooldown reduced from 3/2.5/2/1.5/1s to 2.5/2/1.5/1/0.5s.


Sage/Prophet
Several skills have been modified to be the same or closer to their Priest/Saint equivalents, either in the form of the actual skill or the skills requirements/pre-requisites.

Their Shield skill is now usable and they can single-target dispel higher rank debuffs at a lower level than before.

Several other skills have been repositioned in the skill tree and pre-requisite skills modified in some cases.

All Prophets will have their skills reset and will need to reapply their skills when they login.

Celestial Shield
Now grants 2/4/6 layers and 999,999 damage (was 3/5/7 layers and 1100/3000/5300 damage).

Weakened Dismissal 2
Rank requirements reduced from level 80/85/90 to 75/80/85.
No longer affected by the global cooldown as it was before but it still has 0.5s cooldown at max rank.

Augment Dismissal 2
Rank requirements reduced from level 80/85/90 to 75/80/85.
No longer affected by the global cooldown as it was before but it still has 0.5s cooldown at max rank.

Antidote 2
Rank requirements reduced from level 80/85/90 to 75/80/85.
No longer affected by the global cooldown as it was before but it still has 0.5s cooldown at max rank.

Life Tap
Rank requirements increased from level 85/88/92/96/100 to 90/93/95/98/100 and now requires learning Celestial Sphere of Life 2 ranks 1/2/3/4.

Thorns
Rank requirements increased from level 75/80/85 to 95/98/100 and now requires learning Life Tap ranks 3/4/5.

Devine Sanctuary 2
No longer requires learning Hallowed Ground 2.

Moonlit Sanctuary 2
No longer requires learning Enchanted Ground 2.

Pyre Sanctuary 2
No longer requires learning Nullified Ground 2.

Bestowed Agility 3
Rank requirements reduced from level 90/96 to 90/95 and now requires learning Moonlit Sanctuary 2 ranks 1/2/3 instead of Natural Power.

Natural Power 3
Rank requirements increased from level 90/93/96 to 95/98/100 and now requires Bestowed Agility 3 ranks 1/2.


Priest/Saint
Weakened Dismissal 1/2/3
No longer affected by the global cooldown as it was before but it still has 0.5s cooldown at max rank.

Augment Dismissal 1/2/3
No longer affected by the global cooldown as it was before but it still has 0.5s cooldown at max rank.

Antidote 1/2/3
No longer affected by the global cooldown as it was before but it still has 0.5s cooldown at max rank.


MONSTERS
Minor adjustments to bosses in Laioha and Decomus Hell Modes, including a slight reduction of Physical/Magic Defense, Physical/Magic Evasion, and Attack Speed.


INTERFACE
NPC Item Exchange stores will now check if you have space in your inventory before taking your items.

You can now see how many Item Seal Scrolls are required to seal an item in it's tooltip.


MECHANICS
Players below level 85 will no longer receive the Fire Pit entry buff.


RANKINGS
Garden of Baphomet, Vortex, Snow Mountain, and Hall of Elements rankings will be reset.


GUILD
When promoting another guild member to Guild Leader, the existing Guild Leader will be given the Guild Elder rank instead of Recruit.
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