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Article
Announcement Patch Note Adept DragonSaga Full Changelist [Updated 12.06.2023]
- By Fisolino
- Announcements & Events
- 0 Replies
Hello AdeptGamers,
In this thread, I will tell you about all the changes on Adept that set itself apart from a vanilla chapter 5 server.
I will try to make this post as complete as possible. If I happen to forget things, I may update the list and refresh the title to reflect that.
General
Deserving of its own headline as it's a big feature on its own with lots of things to mention.
This is an absolutely massive section. I'm putting it inside of a spoiler in order to not clutter up the entire thread.
Skills
Many of the skill changes were initially listed with the stat concept patch, but they will be shown here separately. Apart from the skills mentioned here, true scaling has also been implemented.
Before we get to the changes, I would like to highlight the following:
Sets
All Lv.40+ sets have been reworked. Normal and Chaos sets from missions all aim to assist in PvE until boss sets are obtained. All Lv. 60+ boss sets have similar set bonuses, but are adjusted for class specific stats and balanced a bit number wise (they will be listed at another point in time because they were recently just reworked).
Missions
New Drop System
Upon killing monsters with entries to the system, loot and gold is directly dropped into the player's inventory. Additionally, requirements like Level min/max can be added. This system also allows for separate and clean calculation of rare drops (whenever implemented). The existing system does it in a different way where rates aren't as accurate. The new system on the other hand calculates a new rate for each rare item so that every rare item has a chance of being obtained while having a 100% accurate rate (say if a boss can drop a rare item with 1% certainty, the certainty is guaranteed to be 1% and not something weird close to it because the way Dragonica calculates it saves resources over accuracy). Drops can be rewarded to the killer only, to the entire party/fellowship or both.
Here are the current implementations. Many more may be implemented in the future:
Normal & Chaos Tier -> Enchanting
This is also a kind of important topic. Let's just get down to the basics and then into some more detail.
Enchant Pity:
Upon failing to enchant an item, the pity count on the item increases. Each pity count increases the overall chance of succeeding your next enchant up to a certain point. There is a maximum amount of failures your item can have before the next enchant is a guaranteed success. When your enchant is guaranteed, your enchant scroll will not be consumed.
General Enchant Info:
Enchants can now be defined for specific items. Custom mats can be required and rates can be individually adjusted based on the item. This has been implemented once so far:
Elements have received a massive rework in how they work.
One big downside of the old Element System was that any elemental attack would always carry a flat added bonus damage on ANY attack which is then reduced by some weird calculation for resistances. This made things unbalanced between classes and kind of useless for PVE. I have changed this up completely.
Production has been re-added but left unaltered. I would like to rework/edit it at one point, but this may take some time. Production is tedious, which is why multiboxing it (CURRENTLY) is allowed. There will also be items for production and socketing available in the cash shop. Feel free to post suggestions or point out issues/errors or any bugs that may occur or anything that is missing.
I may also remind you at this point we have a Discord server with an updated link:
Join the AdeptGamer Discord Server!
In this thread, I will tell you about all the changes on Adept that set itself apart from a vanilla chapter 5 server.
I will try to make this post as complete as possible. If I happen to forget things, I may update the list and refresh the title to reflect that.
General
- Hyper Jump event is currently active for instant Lv. 20 + Job Change.
- Fast-X is enabled. All you need to do is enable it and hold x.
- Normal Enchant and Armor dust drops globally from monsters occasionally.
- When creating alts, you receive an EXP boost depending on the order of the character level wise on your account.
- Skill Cooldowns do not reset on reviving. (This will come in handy for ultimate skill buffs later).
- Couple system has no restrictions on race or gender
- Elga medals can be purchased from Daisy and at BCN outpost for gold
- Some items can be stacked up to 9999x (e.g. Souls, dust)
- Custom emotes for chatting are available
- Discord and Ban Spidpex balloons are available with a valid coupon.
- EXP lock cards are available (basically) for free. They also block EXP in parties.
- The base inventory size is increased.
- The server offers the 2-page inventory system (thanks to Dragonica FR).
- Guild leave timer is reduced.
- Basic (silver) tier market scroll is available for free.
- Costume sets have their stats removed. This is why not all of them are available from the start. You can always speak out your wishes of which sets to come next to the cash shop.
- Most pets have the same stat pool for their special effects which can be rerolled.
- Aim Rate and Evade Rate have been removed from the calculations for the moment.
- Elga wings renamed and given better stats.
- Increased sell prices of items across the board (F1 farm QoL).
- Increased amount of souls gained more by disassembling higher level equipment.
- Many hero quests have adjusted EXP and Gold values. This will smoothen gameplay experience when choosing to do quests alongside levelling and progressing through the game.
- Many Dungeon quests have special rewards such as EXP potions and additional gold.
- F5 quests also reward additional gold, EXP, Enchant Scrolls and Dust to smoothen progression.
- Added a quest that unlocks with Ryvius bounty. This quest makes you hunt Ryvius 3 times. You're rewarded with a Mist Elf part of your choice (except the helmet because it already has a quest
- Doing job change is required, but many quests can be started further advanced into the quest line, including some story quests for drakos and elga for example.
- Fellowship Entry test begins prequest is removed. Requires Lv. 20 to accept
- Farrell's diary second part prequest is removed. Requires Lv. 40
- Where the traces point to (Ash mist - baron) prequest was removed. Requires Lv. 60
- Top of Drakos prequest removed. Requires Lv. 70
- Fight Black Dragon Lord Elga prequest was changed to Top of Drakos.
Deserving of its own headline as it's a big feature on its own with lots of things to mention.
- Account quests are exactly what they sound like. Quests that can be completed that then count in for your entire account.
- Currently, there are normal account quests that can be done only once and daily account quests which are currently being used for the bounty system.
- The quest conditions for accepting the quests are equal to normal quests.
- If the character you are on fulfills the requirement (like prequest or Lv. requirement), then you are able to accept the quest.
- After accepting the quest, you can change character and still see the quest in your quest log.
- When a quest is ready to be finished, you can finish it on the character of your choice, giving you the rewards on that specific character.
- Current account quests include:
- Daily Bounty Account Quests (up to 3) -> More info below
- Farell 1st completion (complete quest): 100 dust (weapon and armor), 50 bounty tokens, 5 Enchant Insurance Scrolls, 50 gold
- Lavalon 1st completion: +11 Enchant changer, 100 dust, 10 Enchant Insurance Scrolls, 100 gold
- Aram 1st completion: +11 Enchant changer, 200 dust, 15 Enchant Insurance Scrolls, 500 gold
- Bone 1st completion: +11 Enchant changer, 500 dust, 30 Enchant Insurance Scrolls, 20 Advanced Enchant Insurance Scrolls, 1000 gold
- Paris 1st completion: +11 Enchant changer, 1000 dust, 30 Enchant Insurance Scrolls, 30 Advanced Enchant Insurance Scrolls, 2000 gold
- Elga 1st completion: +16 Enchant changer, 2000 dust, 50 Enchant Insurance Scrolls, 40 Advanced Enchant Insurance Scrolls, 4000 gold
- Lavalon Heart quest (defeat Lavalon 3 times for a full heart, requires lava quest)
- Aram Eye quest (defeat Mutisha 3 times, requires aram quest)
- Bone Weapon quest (10 runs)
- Paris - Zauharant weapon quest (20 runs)
- Paris Wings (!) (50 runs)
- Elga weapon quest (25 runs)
- F7 unlock quest (for your entire account). Unlocks after completing Lavalon (quest).
- ---- New Continent ---- Rewards to be finalized
- Coastal Dungeon 1st Complete
- Fire Element Temple 1st Complete
- Mushroom Factory 1st Complete
- Old VC 1st Complete
- Other Ele Temples 1st Complete
- All account quests are currently located at the bulletin board in Port of the Winds (south)
This is an absolutely massive section. I'm putting it inside of a spoiler in order to not clutter up the entire thread.
Crit Rate calculation:
Stat Conversions:
All Stat conversions are now linear and some stats can have multiple conversions to the same Stat (e.g: con to def, str to def).
Stat Conversion Rates are mostly the same, there are only minor differences between some classes. HP and MP are overall the same.
Base Stats:
Additionally to the conversions, all base stats have been raised, and additional stats have been added on primary as well as secondary stats per class.
These stats now also scale post Lv. 60 (where it usually stays static and the player gets to choose 5 stats post Lv. 60).
Base critical damage has been updated on some classes (affecting from 1st jc on forward).
Dragoon: 200% Critical Damage
Overlord: 200% Critical Damage
Invoker: 180% Critical Damage
Sorcerer: 220% Critical Damage
Sentinel: 200% Critical Damage
Destroyer: 190% Critical Damage
Savage: 220% Critical Damage
Ninja: 200% Critical Damage
Summoner: 180% Critical Damage
Twin: 200% Critical Damage
Regeneration:
Before this update, regeneration was never really relevant unless it came through pots.
Regeneration has received a rework and now is available to be built intentionally! (See SoulCraft changes).
Party passives:
One person only buff, does not stack
Warrior: 100 hp
Magician: 100 mp
Archer: 10 ms
Thief: +50 atk
Twin: +50 atk
Summoner +50matk
Scales up to 4 party members
Knight: 2/3/4/6 + 10/15/20/25% HP Regen,
Gladiator: 200/300/400/500 Flat ATK + STR +20/30/40/50
Monk: 20/30/40/60 + 8/13/18/23% MP Regen,
BM: 200/300/400/500 Flat MATK
Hunter: 5/6/7/8% MS + DEX +20/30/40/50
Marksman: : 8/11/13/15% AS
Clown: F.Crate +3/4/5/6%
Infiltrator: F.Crate +3/4/5/6%
Twin v2: Cdmg +10/12/14/16%
Summoner v2: INT +20/30/40/50
Scales up to 4 party members
Paladin+: 4/6/8/12 + 10/15/20/25% HP Regen, +10/12/14/17% Def
Gladiator+: 400/600/800/1000 Flat ATK + STR +12/14/16/19%
Priest+: 40/60/80/120 + 8/13/18/23% MP Regen, +10% AS
Archmage: 300/500/700/900 Flat MATK, +2% Final Crate
Pathfinder+: 7/8/9/11% MS, DEX +12/14/16/19%
Specialist+: 12/14/16/18% AS +20% CDMG
Harlequin+: F.Crate +3/4/5/6%, +10% Crate
Ninja+: F.Crate +3/4/5/6%. +10% Crate
Twin v3: Cdmg +13/16/19/23%, +5% MS
Summoner v3: Int +12/14/16/19%, +15% MP Regen
- Final Crit Rate: Critical Rate Value * 0.3 / 10000 + Final Crit Values + 3% Base Crit Rate
Stat Conversions:
All Stat conversions are now linear and some stats can have multiple conversions to the same Stat (e.g: con to def, str to def).
Stat Conversion Rates are mostly the same, there are only minor differences between some classes. HP and MP are overall the same.
Base Stats:
Additionally to the conversions, all base stats have been raised, and additional stats have been added on primary as well as secondary stats per class.
These stats now also scale post Lv. 60 (where it usually stays static and the player gets to choose 5 stats post Lv. 60).
- Bonus stats have been increased from 5 to 15 per level (61+).
- All your bonus stats have been reset.
- Base stats have been raised
Base critical damage has been updated on some classes (affecting from 1st jc on forward).
Dragoon: 200% Critical Damage
Overlord: 200% Critical Damage
Invoker: 180% Critical Damage
Sorcerer: 220% Critical Damage
Sentinel: 200% Critical Damage
Destroyer: 190% Critical Damage
Savage: 220% Critical Damage
Ninja: 200% Critical Damage
Summoner: 180% Critical Damage
Twin: 200% Critical Damage
Regeneration:
Before this update, regeneration was never really relevant unless it came through pots.
Regeneration has received a rework and now is available to be built intentionally! (See SoulCraft changes).
- HP and MP regeneration are now based off a percentage of your maximum HP and MP:
- Base HP regeneration: 0.5% of your max Health.
- HP regeneration interval: Every second.
- Base MP regeneration: 5% of your maximum Mana.
- MP regeneration interval: Every 10 seconds.
- It is possible to have the same effect multiple times. This counts for most set effects, but not all.
- New effects have been added
- Some old effects remain but may be removed in the future
- Here is a list of the effects:
Weapon:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 2.5%
Critical Damage:
Times available: 4
Rate each: 2%
Critical Rate:
Times available: 4
Rate each: 1%
Max/min phy/magic ATK (%)
Times available: 1x each
Rate each: 11%
Top & bottom:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5%
HP recovery absolute:
Times available: 3
Rate each: 4%
HP recovery %:
Times available: 3
Rate each: 3%
MP recovery absolute:
Times available: 3
Rate each: 4%
MP recovery %:
Times available: 3
Rate each: 3%
Additional Base Phy/Mdef
Times available: 1
Rate each: 5%
Helmet & Shoulder:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5.25%
Critical Rate:
Times available: 4
Rate each: 4%
Final Critical Rate:
Times available: 4
Rate each: 5%
HP recovery absolute:
Times available: 4
Rate each: 4%
MP recovery absolute:
Times available: 4
Rate each: 4%
Additional Base Phy/Mdef:
Times available: 1
Rate each: 5.25%
Gloves:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5.25%
Attack Speed:
Times available: 4
Rate each: 3%
Final Critical Rate:
Times available: 4
Rate each: 5%
HP recovery absolute:
Times available: 3
Rate each: 4%
MP recovery absolute:
Times available: 3
Rate each: 4%
Additional Base Phy/Mdef:
Times available: 1
Rate each: 5.25%
Shoes:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5.25%
Evade:
Times available: 4
Rate each: 2.5%
Movement Speed:
Times available: 4
Rate each: 3%
Additional Base Phy/Mdef:
Times available: 1
Rate each: 5.25%
Accessory:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 4%
Critical Damage:
Times available: 4
Rate each: 2%
Final Critical Rate:
Times available: 4
Rate each: 3%
HP & MP Regen (%):
Times available: 1
Rate: 1%
Shield (Dragoon):
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 3%
HP recovery absolute:
Times available: 4
Rate each: 2.75%
MP recovery absolute:
Times available: 4
Rate each: 2.75%
Phy/Magic Dmg Drop:
Times available: 3
Rate each: 1.5%
Phy/MDef (item only) %:
Times available: 1
Rate each: 5%
Phy/MDef absolute:
Times available: 1
Rate each: 5%
Arms:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 3%
Phy/MDef (item only) %:
Times available: 1
Rate each: 5%
Phy/MDef absolute:
Times available: 1
Rate each: 5%
HP recovery absolute:
Times available: 4
Rate each: 2.75%
MP recovery absolute:
Times available: 4
Rate each: 2.75%
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 2.5%
Critical Damage:
Times available: 4
Rate each: 2%
Critical Rate:
Times available: 4
Rate each: 1%
Max/min phy/magic ATK (%)
Times available: 1x each
Rate each: 11%
Top & bottom:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5%
HP recovery absolute:
Times available: 3
Rate each: 4%
HP recovery %:
Times available: 3
Rate each: 3%
MP recovery absolute:
Times available: 3
Rate each: 4%
MP recovery %:
Times available: 3
Rate each: 3%
Additional Base Phy/Mdef
Times available: 1
Rate each: 5%
Helmet & Shoulder:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5.25%
Critical Rate:
Times available: 4
Rate each: 4%
Final Critical Rate:
Times available: 4
Rate each: 5%
HP recovery absolute:
Times available: 4
Rate each: 4%
MP recovery absolute:
Times available: 4
Rate each: 4%
Additional Base Phy/Mdef:
Times available: 1
Rate each: 5.25%
Gloves:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5.25%
Attack Speed:
Times available: 4
Rate each: 3%
Final Critical Rate:
Times available: 4
Rate each: 5%
HP recovery absolute:
Times available: 3
Rate each: 4%
MP recovery absolute:
Times available: 3
Rate each: 4%
Additional Base Phy/Mdef:
Times available: 1
Rate each: 5.25%
Shoes:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 5.25%
Evade:
Times available: 4
Rate each: 2.5%
Movement Speed:
Times available: 4
Rate each: 3%
Additional Base Phy/Mdef:
Times available: 1
Rate each: 5.25%
Accessory:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 4%
Critical Damage:
Times available: 4
Rate each: 2%
Final Critical Rate:
Times available: 4
Rate each: 3%
HP & MP Regen (%):
Times available: 1
Rate: 1%
Shield (Dragoon):
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 3%
HP recovery absolute:
Times available: 4
Rate each: 2.75%
MP recovery absolute:
Times available: 4
Rate each: 2.75%
Phy/Magic Dmg Drop:
Times available: 3
Rate each: 1.5%
Phy/MDef (item only) %:
Times available: 1
Rate each: 5%
Phy/MDef absolute:
Times available: 1
Rate each: 5%
Arms:
STR/CON/DEX/INT:
Times available (each): 4
Rate each: 3%
Phy/MDef (item only) %:
Times available: 1
Rate each: 5%
Phy/MDef absolute:
Times available: 1
Rate each: 5%
HP recovery absolute:
Times available: 4
Rate each: 2.75%
MP recovery absolute:
Times available: 4
Rate each: 2.75%
Party passives:
One person only buff, does not stack
Warrior: 100 hp
Magician: 100 mp
Archer: 10 ms
Thief: +50 atk
Twin: +50 atk
Summoner +50matk
Scales up to 4 party members
Knight: 2/3/4/6 + 10/15/20/25% HP Regen,
Gladiator: 200/300/400/500 Flat ATK + STR +20/30/40/50
Monk: 20/30/40/60 + 8/13/18/23% MP Regen,
BM: 200/300/400/500 Flat MATK
Hunter: 5/6/7/8% MS + DEX +20/30/40/50
Marksman: : 8/11/13/15% AS
Clown: F.Crate +3/4/5/6%
Infiltrator: F.Crate +3/4/5/6%
Twin v2: Cdmg +10/12/14/16%
Summoner v2: INT +20/30/40/50
Scales up to 4 party members
Paladin+: 4/6/8/12 + 10/15/20/25% HP Regen, +10/12/14/17% Def
Gladiator+: 400/600/800/1000 Flat ATK + STR +12/14/16/19%
Priest+: 40/60/80/120 + 8/13/18/23% MP Regen, +10% AS
Archmage: 300/500/700/900 Flat MATK, +2% Final Crate
Pathfinder+: 7/8/9/11% MS, DEX +12/14/16/19%
Specialist+: 12/14/16/18% AS +20% CDMG
Harlequin+: F.Crate +3/4/5/6%, +10% Crate
Ninja+: F.Crate +3/4/5/6%. +10% Crate
Twin v3: Cdmg +13/16/19/23%, +5% MS
Summoner v3: Int +12/14/16/19%, +15% MP Regen
Skills
Many of the skill changes were initially listed with the stat concept patch, but they will be shown here separately. Apart from the skills mentioned here, true scaling has also been implemented.
Before we get to the changes, I would like to highlight the following:
- The passives bug has been fixed. If you look at buffs and passives on your skill tree or effects on set effects, those effects will indeed take effect. The bug caused these effects to be based off base only and not take any equipped items into account. Quite a few buffs and passives have been rebalanced. Due to the nature of this fix, it would not be very useful to post what these changes exactly are because they were bugged anyway and factually had no meaning for gameplay. All changes are reflected in the descriptions of affected skills/buffs/passives.,
To clarify, initially after the changes the way numbers worked in general made some skills (especially the first class ones) extremely weak (skills that would have only 30% scaling off total damage). Those were mostly raised by 100% to accurate match how they should have been and aren't mentioned here. Though, worth to mention is that all basic attacks are around 100%, with down attacks etc. being at around 120%.![]()
Announcement - Patch Note - [Patch Notes] 1.0.1 True Scaling Patch
You need to download the new client to play: Announcement - New Client Available Hello AdeptGamers! The big patch is finally here, and it is not the last one in that caliber that will come. In the next few weeks and months a lot of the balancing fundamentals will be changed, yes, that includes...adeptgamer.com
Else, many skills would also be around scalings that would be too high in comparison to their old versions. So a lot of adjustments have been made. Over all, all skills are scaling better now and deal more damage.
All changes listed are about Lv. 1 - 5. Levels 6 - 10 are not included in the notes.
Dragoon Tree:
Overlord Tree:
Magician:
Invoker Tree:
Thieves and Savages:
Shadow Tree:
- Adjusted Recovery Blessing's Flat HP Regen to match Regen interval
Overlord Tree:
- Adjusted HP Recovery's Flat HP Regen to match Regen interval
- Reduced Physical Training's Regen from 20-100 to 10-50
- Doubled Bloody Roar's percent HP self damage
- God of Fury Final Crit now 1-7.5% Lv. 1-10
Magician:
- Reduced Magician's Wisdom MP % Regen
- Fixed Self Heal
- New Self Heal Scaling:
- Healing: 5% MATK + 50/100/150/200/250 HP Lv. 1-5
- Healing Lv. 6-10: 5% MATK + 300/350/400/450/500
Invoker Tree:
- CD of Double Shot and Diffusion Cannon has been decreased to 6 seconds
- Wide Heal
- CD: 6 --> 10s
- Cast Time 1.5s - 0.7s --> 1.5s flat
- Mana Cost: 5/10/15/20/25% Mana
- Healing Lv. 1-5: 5/6/7/8/10% Casters HP + 5/10/15/20/25% Caster's Mana
- Healing Lv. 6-10: 12/14/16/18/20% Casters HP + 26/27/28/29/30% Caster's Mana
- Instant Heal:
- Mana Cost: 15% Mana
- Healing Lv. 1-5: 200/400/600/800/1000 HP + 5/6/7/8/10% Caster's Mana
- Healing Lv. 6-10: 1200/1400/1600/1800/2000 HP + 11/12/13/14/16% Caster's Mana
- HP Restore:
- CD: 10s --> 20s (Now almost the same as duration so you don't soak mana without max value)
- Mana Cost: 5/10/15/20/25% Mana
- Healing: 100/200/300/400/500 HP + 5% Casters MATK + 5/6/7/8/10% Casters Mana per tick
- Blood Fever regeneration increased to match interval and strength
Thieves and Savages:
- All Stat buffs (STR etc) changed:
- Stat grant reduced to 4-17% Lv. 1-10
- Added flat rate 8-85 of the stat Lv. 1-10
Shadow Tree:
- Lethal Attack Final Crit Rate reduced to 3-7% from 3-15%
All Lv.40+ sets have been reworked. Normal and Chaos sets from missions all aim to assist in PvE until boss sets are obtained. All Lv. 60+ boss sets have similar set bonuses, but are adjusted for class specific stats and balanced a bit number wise (they will be listed at another point in time because they were recently just reworked).
Dragoons:
Normal Sets:
2 Piece: VIT
3 Piece: Crate
4 Piece: Movementspeed
6 Piece: Phy/Magic Damage Drop
Chaos Sets:
2 Piece: ATK
3 Piece: HP Regen
4 Piece: STR
6 Piece: Cdmg + HP
Overlord:
Normal Sets:
2 Piece: STR
3 Piece: %ATK
4 Piece: AIM
6 Piece: Attack Speed + Crate
Chaos Sets:
2 Piece: HP Regen
3 Piece: Attack Speed
4 Piece: HP
6 Piece: Cdmg + Movementspeed
Invoker:
Normal Sets:
2 Piece: INT
3 Piece: MP Regen
4 Piece: Attack Speed
6 Piece: Dmg Drop + Crate
Chaos Sets:
2 Piece: Cdmg
3 Piece: Attack Speed
4 Piece: MP
6 Piece: MATK + AIM
Sorcerer:
Normal Sets:
2 Piece: INT
3 Piece: Crate
4 Piece: MP
6 Piece: % MATK + Movement Speed
Chaos Sets:
2 Piece: MP Regen
3 Piece: MATK
4 Piece: HP
6 Piece: Cdmg + AIM
Sentinel:
Normal Sets:
2 Piece: AGI
3 Piece: Crate
4 Piece: Attack Speed
6 Piece: Movement Speed + Dmg Drop
Chaos Sets:
2 Piece: STR
3 Piece: Cdmg
4 Piece: HP
6 Piece: Crate + Attack Speed
Destroyer:
Normal Sets:
2 Piece: STR
3 Piece: Attack Speed
4 Piece: ATK
6 Piece: Crate + Movement Speed
Chaos Sets:
2 Piece: AGI
3 Piece: Cdmg
4 Piece: MP
6 Piece: Final Crate, HP Regen
Savage:
Normal Sets:
2 Piece: AGI
3 Piece: Movement Speed
4 Piece: ATK
6 Piece: Crate + MP Regen
Chaos Sets
2 Piece: STR
3 Piece: Crate
4 Piece: HP
6 Piece: Cdmg + ATK
Shadow:
Normal Sets:
2 Piece: AGI
3 Piece: MP Regen
4 Piece: ATK
6 Piece: Cdmg + Movement Speed
Chaos Sets:
2 Piece: STR
3 Piece: Crate
4 Piece: MP
6 Piece: Cdmg + ATK
Summoner:
Normal Sets:
2 Piece: INT
3 Piece: Cdmg
4 Piece: MP Regen
6 Piece: MATK + Dmg Drop
Chaos Sets:
2 Piece: AGI
3 Piece: Attack Speed
4 Piece: HP
6 Piece: Cdmg + MATK
Twin:
Normal Sets:
2 Piece: STR
3 Piece: Crate
4 Piece: ATK
6 Piece: Dmg Drop + HP Regen
Chaos Sets:
2 Piece: AGI
3 Piece: Movement Speed
4 Piece: ATK
6 Piece: Cdmg + Attack Speed
Normal Sets:
2 Piece: VIT
3 Piece: Crate
4 Piece: Movementspeed
6 Piece: Phy/Magic Damage Drop
Chaos Sets:
2 Piece: ATK
3 Piece: HP Regen
4 Piece: STR
6 Piece: Cdmg + HP
Overlord:
Normal Sets:
2 Piece: STR
3 Piece: %ATK
4 Piece: AIM
6 Piece: Attack Speed + Crate
Chaos Sets:
2 Piece: HP Regen
3 Piece: Attack Speed
4 Piece: HP
6 Piece: Cdmg + Movementspeed
Invoker:
Normal Sets:
2 Piece: INT
3 Piece: MP Regen
4 Piece: Attack Speed
6 Piece: Dmg Drop + Crate
Chaos Sets:
2 Piece: Cdmg
3 Piece: Attack Speed
4 Piece: MP
6 Piece: MATK + AIM
Sorcerer:
Normal Sets:
2 Piece: INT
3 Piece: Crate
4 Piece: MP
6 Piece: % MATK + Movement Speed
Chaos Sets:
2 Piece: MP Regen
3 Piece: MATK
4 Piece: HP
6 Piece: Cdmg + AIM
Sentinel:
Normal Sets:
2 Piece: AGI
3 Piece: Crate
4 Piece: Attack Speed
6 Piece: Movement Speed + Dmg Drop
Chaos Sets:
2 Piece: STR
3 Piece: Cdmg
4 Piece: HP
6 Piece: Crate + Attack Speed
Destroyer:
Normal Sets:
2 Piece: STR
3 Piece: Attack Speed
4 Piece: ATK
6 Piece: Crate + Movement Speed
Chaos Sets:
2 Piece: AGI
3 Piece: Cdmg
4 Piece: MP
6 Piece: Final Crate, HP Regen
Savage:
Normal Sets:
2 Piece: AGI
3 Piece: Movement Speed
4 Piece: ATK
6 Piece: Crate + MP Regen
Chaos Sets
2 Piece: STR
3 Piece: Crate
4 Piece: HP
6 Piece: Cdmg + ATK
Shadow:
Normal Sets:
2 Piece: AGI
3 Piece: MP Regen
4 Piece: ATK
6 Piece: Cdmg + Movement Speed
Chaos Sets:
2 Piece: STR
3 Piece: Crate
4 Piece: MP
6 Piece: Cdmg + ATK
Summoner:
Normal Sets:
2 Piece: INT
3 Piece: Cdmg
4 Piece: MP Regen
6 Piece: MATK + Dmg Drop
Chaos Sets:
2 Piece: AGI
3 Piece: Attack Speed
4 Piece: HP
6 Piece: Cdmg + MATK
Twin:
Normal Sets:
2 Piece: STR
3 Piece: Crate
4 Piece: ATK
6 Piece: Dmg Drop + HP Regen
Chaos Sets:
2 Piece: AGI
3 Piece: Movement Speed
4 Piece: ATK
6 Piece: Cdmg + Attack Speed
Missions
- Using gada coins in missions will ALWAYS yield a set piece.
- The ice region missions (Alexyon, Alexandre etc.) now drop a soul box on the ground.
- Chaos missions in these regions also have normal monsters drop souls.
- Kryos drops 30 gold into every party member's inventory.
- Kryos missions scale up to Lv. 90.
- F6 and F7 currently only exists for Chief Rokko
- F6 hunches are not available. F6 will be revised at one point for ring farming and better balance (and more).
- F7 fatigue has been removed. You will always be at 120% energy.
- F7 can be unlocked after finishing the 2nd Job Change (Lavalon). An Account quest on the Bulletin Board in Port of the Winds south will appear (you can remote accept). This instant-completion question will unlock F7 for the entire account. You will not have to do any other quests on other characters.
- F7 entry level for Rokko is Lv. 40+
- No maximum level limit for Rokko F7.
- Things worth mentioning for inside F7:
- F7 waiting time has been reduced to 10 seconds from 60
- F7 bombs can now be targeted by towers for full damage
- F7 bombs receive normal damage again (one hit)
- VanCliff (Lv. 60) and Drakos do not have a rare or hero mode anymore. Difficulty for normal mode Drakos is a little bit higher.
- This also makes Dragon Bone in White and Chaotic Bomb Dust collectibles required to build sets from the elite bosses (you can still drop the sets like you are used to at the final boss). Through the new drop system, every party member is guaranteed some bones/dust and gold per elite boss, as long as you meet the level requirement.
- VanCliff and Drakos both have free version scrolls for Floor 23 and Floor 48.
- Both dungeons
- Drakos now has a Master Mode, that can be accessed through scrolls for free in the cash shop.
- Master Mode has Lv.80+ mobs that scale with the user's level.
- Master Mode has limited revives. If you run out of revives, you will be ported out eventually
- Master Mode limits the items you can use. At the moment, you can only use mana potions Lv. 40+.
- Remember the quests for both dungeons and Elga have been cut short. View the list in Quests above for more details.
- Some dungeon bosses like Aram and Lavalon give a little bit more EXP.
- Elga mats farming method has changed. On-level boxes won't spawn anymore when Elga is vulnerable in his 3rd phase. The level-adjusted box still spawns every few minutes, however. See new drop system for more info on the new farming method.
New Drop System
Upon killing monsters with entries to the system, loot and gold is directly dropped into the player's inventory. Additionally, requirements like Level min/max can be added. This system also allows for separate and clean calculation of rare drops (whenever implemented). The existing system does it in a different way where rates aren't as accurate. The new system on the other hand calculates a new rate for each rare item so that every rare item has a chance of being obtained while having a 100% accurate rate (say if a boss can drop a rare item with 1% certainty, the certainty is guaranteed to be 1% and not something weird close to it because the way Dragonica calculates it saves resources over accuracy). Drops can be rewarded to the killer only, to the entire party/fellowship or both.
Here are the current implementations. Many more may be implemented in the future:
- Element Bosses (end) reward an additional 50g per player.
- VanCliff (regular) each floor boss rewards 5g + 2 guaranteed White Bones per member.
- Drakos each floor boss rewards 10g + 2 Chaotic Metal Dust per member.
- Elga Mats:
- Cerberus (Elga mini boss 1): 10g, 1 shoulder 1 scale 1 bone + random 4 items from chest loot pool (min Lv. 70 required)
- Devi Leech (Elga mini boss 2): 10g, 1 shoulder 1 scale 1 eye 1 bone + 4 random items (Lv. 70 required)
- Diabolic (Elga mini boss 3): 10g, 2 shoulders 2 scales 1 eye 2 bones + 4 random items (Lv. 70 required)
- Elga 3rd form kill: 70g, 4 Essence of Darkness 4 red horns 1 nail 4 scales 1 eye 4 bones + 4 random items (Lv. 70 required)
- VanCliff (Chaos Lv. 80+ in the new continent)
- Rewards the key to the next dungeon part (GateKeeper & Dracula) to the killer.
- Element bosses give 50 gold to all party members
- New continent mini dungeons (coastal & mushroom) reward 50 gold to the entire party and the 4 items from the loot table
- Kryos drops 30g for every party member.
Normal & Chaos Tier -> Enchanting
This is also a kind of important topic. Let's just get down to the basics and then into some more detail.
Enchant Pity:
Upon failing to enchant an item, the pity count on the item increases. Each pity count increases the overall chance of succeeding your next enchant up to a certain point. There is a maximum amount of failures your item can have before the next enchant is a guaranteed success. When your enchant is guaranteed, your enchant scroll will not be consumed.
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General Enchant Info:
- Maximum enchant level: 25
- Items that are Lv. 60 or above can be enchant above +20 if they are soulcrafted to Legendary.
- While +20 is very strong, you can push beyond that if you would like to.
- It gets much more difficult and costly the higher you go, especially for the chaos tier.
- I personally advise against trying to go for +25, mid-maxing would be around +21-22.
- Chaos Tier (tier 2) has been introduced:
- Every item Lv.80 is by default considered Chaos Tier.
- Enchants for the chaos tier are way more powerful. A +20 Chaos weapon is almost as strong as a +24 normal tier weapon.
- Chaos Tier enchants up to +20 require by default Reinforced Enchant Scrolls.
- Enchants above +21 for Chaos Tier require Special Enchant Insurance Scrolls, which can also be obtained through various ingame methods.
- Enchanting and soulcrafting is much more expensive.
- Enchanting takes Advanced/Chaos Weapon and Armor dust.
- Chaos dust can be obtained from bounty quests or trading normal dust in.
- Normal dust conversion (5:1) to chaos dust requires Chaos Coins (anti p2w mechanic).
- Chaos Coins can be dropped by various means like Bounty Quests, 1st completion rewards and Chaos Tier dungeon farming (mini dungeons, chaos van cliff Lv. 80+).
- Chaos Coins are NOT tradable.
- The exchanger for those Chaos tier dust is in Port of the Winds Center -> Gacha Vending Machine -> Item Exchange.
- More info regarding numbers such as success rates, cost, failover success rate, maximum fails and expected total required resources will be posted another time.
Enchants can now be defined for specific items. Custom mats can be required and rates can be individually adjusted based on the item. This has been implemented once so far:
- Undead Bone Weapons are now equip-able at Lv. 59. This means that you cannot enchant the weapons over +20.
- Undead Bone Weapons have much easier enchanting across the board. This will make getting into the game much easier.
Elements have received a massive rework in how they work.
One big downside of the old Element System was that any elemental attack would always carry a flat added bonus damage on ANY attack which is then reduced by some weird calculation for resistances. This made things unbalanced between classes and kind of useless for PVE. I have changed this up completely.
- Elemental Attack and Defense is now a percentage
- This percentage converts a portion of your skill damage to elemental damage
- Example: 20% Elemental ATK multiplies your skill damage by 1.2. The pure elemental damage is reduced by the target's elemental defense, which is also a portion converted from the target's overall defenses (upgrade your gear!).
- Most bosses do not have elemental attack. Currently only Paris and Elga have some elemental attack. Chaos VanCliff with Bone Dragon also has elemental attack, but way higher than before to the point where it makes sense to build some Dark Defense (the set will reduce quite a bit of damage as most damage is elemental).
- Any elite boss with an elemental stat bar displays how much elemental damage is being reduced (or increased if negative). If a boss displays more than 100% defense on an element, your normal damage will NOT be reduced.
- Example: 20% Ele power. 1000 damage => 1200 damage
Boss resistance: -50%
Element damage adjusted: 200 * 1.5 = 300
Final skill damage: 1300 damage (does not account for normal defenses ofc)
- Example: 20% Ele power. 1000 damage => 1200 damage
- Elemental Accessory is already implemented through elemental dungeons and were adjusted to be much more useful.
- Element chests are available at bounty exchanger for 6 respective Basic Elements (for accessories)
- Element dungeons are gone through during the story line after Elga (starts Lv. 80, requires to have made an Elga weapon).
- All element dungeons are almost like you know them.
- The bosses were adjusted a bit. Some of them are different bosses.
- All portals (no matter whether it says normal rare or hero) lead you to the same boss.
- You do NOT require a medal to enter any of the dungeons or boss rooms. All you need is the quest required.
- You can enter element dungeons as often as you'd like, you do not need spirit protection from a daily quest.
- Elements can be exchanged at Gwen in Port of the Winds (normal)
- Element cards can be obtained like normal.
Production has been re-added but left unaltered. I would like to rework/edit it at one point, but this may take some time. Production is tedious, which is why multiboxing it (CURRENTLY) is allowed. There will also be items for production and socketing available in the cash shop. Feel free to post suggestions or point out issues/errors or any bugs that may occur or anything that is missing.
I may also remind you at this point we have a Discord server with an updated link:
Join the AdeptGamer Discord Server!