All mixed spells fixed - Test basis (Can be modified more later)
AR and RD Spell master taking gold and not getting spell issue fixed
All AOE spells reverted to Vircom originals
Minor testing things added for quests/items/spells
Kifaelius Ventruarth moved to hallway before Oracle
Auction House NPC has been moved to LH temple and has been changed to a Pay feature.
Guild Chests removed until they are able to be fixed.
Mixed spells removed until adjusted for balance. UPDATE - Coming along, expected this weekend.
Damage for Titanium scimitar changed from 368-579 to 394-615
Removed the spells Dragon Breath and Mana Shell. If you have the spells, contact a HGM to have the skill points (15 and 20) returned.
Mana Shell's idea is now incorporated within the game itself. That means downspelling will simply not work.
Kristele and Potion Dealer no longer sells critical potions. Instead they sell greater healing potions. Critical healing potions are still sold [see below]
Typhoon level requirement is now 100 instead of 140
Emanation's mana boost has been changed from 250 to a wis dependant formula similar (but way lower) to bless
The Fix for the AP damage (making the damage a little stronger, similar to 1.5) will now affect every weapon.
The following monsters had their XP increased:
Fallen warrior
Worshipper
B'thastan
Evil Follower, for lvl 120+ vip
Evil doer, for lvl 120+ vip
Every Ancient Land's monster.
Some old useless npcs now have a purpose :P
The formula for trading dusts for xp has been modified to give a better xp for higher levels.
The drop rate for some dusts has been increased.
Gahruh's Grimoires spells were divided in 4 levels, each one activated by the user's int or wis. The requirement for each level has been lowered.
The damage for the Gahruh's grimoires has been increased, but this will only affect monsters.
The price of some quest items for sale from Gahruh's collectors have been decreased:
Sword of fury: 150 medals
Each wasp wax: 25 medals
Each redbook/sh venom/bs ring: 50 medals
Armlet of flames will no longer harm players.
| Name | Obtain | Info |
| Titanium Armor | (quest) | A new skin for the chestpiece. |
| Titanium Leggings | (quest) | A new skin for the leggings. |
| Name | Obtain | Info |
| Severynah | (quest) | An arrow to help mid-level archers to xp alone. |
| Dragon head arrow | (????) | An arrow to help hi-level archers to xp alone. This quiver has limited shots and does earth damage. |
| Phoenix head arrow | (????) | An arrow to help hi-level archers to xp alone. This quiver has limited shots and does fire damage. |
| Leviathan head arrow | (????) | An arrow to help hi-level archers to xp alone. This quiver has limited shots and does water damage. |
| Pegasus head arrow | (????) | An arrow to help hi-level archers to xp alone. This quiver has limited shots and does air damage. |
| Runed mithril arrow | (????) | 15-25 dmg + Rune of Restriction spell [reduces light power] |
This skill allows the player to bypass some of the enemy's AC given by protective spells and increase the damage. See the Spells page for a more detailed explanation.
| Name | Element | Info |
| Cataclysm | Water | Water PVP spell. |
| Cyclone | Air | Air PVP spell. |
| Rupture | Earth | Earth PVP spell. Does better damage for pure earth mages. Same damage as Earth Explosion if the caster is a light oriented mage. |
| Fiery Territory | Fire | Does fire damage to anyone nearby, but consumes mana fast. This spell wears off when the mana is low. |
| Frozen Territory | Water | Does water damage to anyone nearby, but consumes mana fast. This spell wears off when the mana is low. |
| Static Territory | Air | Does air damage to anyone nearby, but consumes mana fast. This spell wears off when the mana is low. |
| Healing Wave | Light | Heals the target less than Healing Mist does, but heals the group more than it. |
| Haste | - | Allows some weapons and spells to attack a little faster |
| Elven Sight | - | Increases the caster's skill Magic Armor Penetration by 50. |
| Name | Info |
| Mind bolt | Single physical spell |
| Mind blast | Single mental spell |
| Mana bomb | Small area of effect spell |
| Impulse | Area spell |
| Mana blaze | Single mental spell |
| Mana wave | Area spell |
| Arcane bolt | Small area of effect spell |
| Arcane blast | Single mental spell |
| Name | Element |
| Heat wave | Air/Fire |
| Summer breeze | Air/Fire |
| Fiery wind | Air/Fire |
| Firewhirl | Air/Fire |
| Solar Wind | Air/Fire |
| Dust | Air/Earth |
| Flying rocks | Air/Earth |
| Sandstorm | Air/Earth |
| Shatter mist | Air/Earth |
| Discharge | Air/Earth |
| Vapor | Air/Water |
| Rain | Air/Water |
| Thunderstorm | Air/Water |
| Diamond dust | Air/Water |
| Aurora | Air/Water |
| Magma shard | Earth/Fire |
| Magma ball | Earth/Fire |
| Eruption | Earth/Fire |
| Volcano rage | Earth/Fire |
| Magma explosion | Earth/Fire |
| Mudshard | Earth/Water |
| Shattering icicle | Earth/Water |
| Swamp curse | Earth/Water |
| Rockslide | Earth/Water |
| Nature's fury | Earth/Water |
| Boiling Water | Fire/Water |
| Antithesis | Fire/Water |
| Burning ice | Fire/Water |
| Antipode | Fire/Water |
| Frozen flame | Fire/Water |
| Prismatic Shard | Air/Earth/Fire/Water |
| Elemental burst | Air/Earth/Fire/Water |
| Disaster | Air/Earth/Fire/Water |
| Catastrophe | Air/Earth/Fire/Water |
| Destruction | Air/Earth/Fire/Water |
There is a small chance that some monsters, mainly the ones used for XP, will spawn a mini-boss, which is slighly stronger, but gives A LOT more XP.
There are new monsters created specially for Raids.
There is a new monster called Air Elemental Dragon. This monster is restricted to players higher than lv 180 and gives massive XP, but is EXTREMLY dangerous. Once you find the npc Draconian Priest, be sure to ask for the tips before you say you are ready to fight the monster. A group of at least 2 high level healers and 1 fever is the minimum you should bring to survive.
There is a new NPC who will give VIP players an item called Miracle Stone.
Upon use (double click), the stone will call up several special spell ups.
However, these spell ups will be available only during raids and special events. Via HGM
The stone takes 3 seconds after the use to cast the spell ups if they are on.
There are 15 available boosts for stats, skills, auras (like Chaos Shield). But it is up to the HGM to determine which boosts the Miracle Stone will give.
Temp add till I get this and more into a different section. Thanks for being patient.
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| Titanium Chest | 40 | 400 | 40 | 40 | 40 | - | +75 AC, +12 all resists, +5% attack/archery/dodge | Quest |
| Titanium Leggings | 40 | 400 | 40 | 40 | 40 | - | +30 AC, +5 all powers, +12 all resists, +5% attack/archery/dodge | Quest |
| Feathered Titanium Helmet | 40 | 400 | 40 | 40 | 40 | - | +22 AC, +12 all resists, +5% attack/archery/dodge | Quest |
NOTE: Those pieces have a different skin, but the same reqs and boosts.
| Name | Element | Lvl | Wis | Int | Skill Pts | Req | Spell Description | Bonus |
| Fiery Territory | Fire | 125 | 31 | 407 | 20 | Firestorm | Set the nearby area on fire, doing fire damage to anyone who enters. The territory area of effect moves within the caster. | - |
| Frozen Territory | Water | 125 | 39 | 424 | 22 | Avalanche | Freezes the nearby area, doing fire damage to anyone who enters. The territory area of effect moves within the caster. | - |
| Static Territory | Air | 125 | 240 | 240 | 20 | Hurricane | Set the nearby area with static eletricity in the air, doing air damage to anyone who enters. The territory area of effect moves within the caster. | - |
| Earth Explosion | Earth | 100 | 382 | 76 | 33 | Boulders | Concentrates the power of earth in one blast of great destruction. | - |
| Typhoon | Air | 100 | 125 | 130 | 33 | Hurricane | You invoke the power of the winds to form a devastating typhoon. | - |
| Mass Turn Undead | Light | 112 | 347 | 18 | 33 | Turn Undead | Purifies any undead beings withing a wide range of attack. | - |
| Mass Drain | Dark | 118 | 17 | 358 | 33 | Soul Steal | Massively drains your opponents with a wide range of effect. | - |
| Hell Fire | Fire | 120 | 25 | 386 | 33 | Inferno | Engulfs the opponent, incinerating both their body and soul. | - |
| Siphon | Dark | 130 | 17 | 411 | 33 | Soul Steal | Impoverishes the target's vital force and restores the caster's health. | - |
| Cataclysm | Water | 130 | 420 | 25 | 45 | Tsunami |
| Rupture | Earth | 140 | 450 | 89 | 42 | Earth Explosion | Relies greatly on the power of earth to shatter bone and soul. | - |
| Cyclone | Air | 140 | 252 | 250 | 39 | Typhoon | You invoke the power of the winds to form a devastating cyclone. | - |
NOTE: The territory spells work like an aura that does damage to anyone near, INCLUDING NPCs. So use it with care. Also, those spells will rapidly consume mana while active and dispel theirselves when the mana is low. One user cannot hold a Frozen and a Fiery Territory at the same moment for obvious reasons.
| Name | Lvl | Wis | Int | Skill Pts | Req | Spell Description | Bonus |
| Magic Armor Penetration | - | 0 | 50 | 1 | - | This skill requires also 100 Str and 85 Agi | Allows to bypass certain amount of the AC given by spells, increasing weapon's damage |
| Elven Sight | 100 | 62 | 80 | 35 | - | Requires skill Magic Armor Penetration, 100 Str and 400 Agi | Increases the caster's skill Magic Armor Penetration by 50. |
| Earth Resist | 100 | 60 | 60 | 33 | Protection | - | Increases the caster's base resistance by 30% of the base resists. |
| Emanate | 100 | 300 | 100 | 33 | Bless | - | Increases the target's max mana points, based on the caster's wisdom. |
| Swiftness | 100 | 60 | 60 | 33 | Nimbleness | - | Adds 10% of the caster's agility, 2x the caster's dodge and 15% of the caster's archery. |
| Haste | 120 | 500 | 100 | 20 | Nimbleness,Swiftness | - |
| Healing Wave | 125 | 470 | 45 | 60 | Healing Mist | - | Grants a better heal for the rest of the group than to the healer |
NOTE: Magic Armor Penetration is taught as a spell, but it works as a skill. Once learned, it does NOT require the player to cast/use it: it will work automaticaly. The skill value will start as 1 and, as of now, the ONLY way to increase it is by the Elven Sight spell. Since at the value of 1 this skill is useless, avoid spending skill points unless you are sure to get the Elven Sight spell.
Those Non-Elemental spells are based on the character's LACK of elemental powers, meaning any kind of boost (seraph points, items, spells) will make them significantly worse. However, the oposite is also true: any spell/item that decreases powers will make the spells more powerful.
| Name | Element | Lvl | Wis | Int | Skill Pts | Req | Spell Description |
| Mind bolt | None | 3 | 39 | 58 | 3 | - | Single physical spell |
| Mind blast | None | 18 | 44 | 84 | 7 | Mind bolt | Single mental spell |
| Mana bomb | None | 32 | 50 | 124 | 12 | Mind bolt | Small area of effect spell |
| Impulse | None | 50 | 55 | 193 | 15 | Mana bomb | Area spell |
| Mana blaze | 78 | 66 | 225 | 21 | Impulse and Mana burst | Single mental spell |
| Mana wave | 94 | 72 | 312 | 29 | Mana blaze | Area spell |
| Arcane bolt | 101 | 80 | 375 | Mana wave | Small area of effect spell |
| Arcane blast | 120 | 95 | 475 | Arcane bolt | Single mental spell |
Since there is no in-game structure to group mixed spells in the spellbook, those spells will be listed and iconed after one element, but their damages are based on all the elements listed below. Also, except for the Fire/Water spells, every other mixed spell (including the all-elemental spells) are based on Int and Wis.
| Name | Element | Lvl | Wis | Int | Skill Pts | Req | Spell Description |
| Heat wave | Air/Fire | 12 | 28 | 46 | 10 | Dust devil, flaming arrow | - |
| Dust | Air/Earth | 8 | 24 | 24 | 8 | Dust devil, Stone shard | - |
| Vapor | Air/Water | 22 | 35 | 60 | 13 | Lightning bolt, freeze | - |
| Magma shard | Earth/Fire | 15 | 30 | 50 | 9 | Stone shard, Flaming arrow | - |
| Mudshard | Earth/Water | 12 | 25 | 40 | 10 | Stone shard, Ice shard | - |
| Boiling Water | Fire/Water | 25 | 24 | 80 | ? | Fire bolt, Ice bolt | - |
| Prismatic Shard | Air/Earth/Fire/Water | 15 | 50 | 50 | 15 | Heat wave, Mudshard | - |
| Summer breeze | Air/Fire | 33 | 48 | 95 | 16 | Fireball, Chain lightning | - |
| Flying rocks | Air/Earth | 42 | 60 | 59 | 20 | Vortex of air, Shatter | - |
| Rain | Air/Water | 45 | 50 | 110 | 22 | Call lightning, Ice ball | - |
| Magma ball | Earth/Fire | 30 | 40 | 95 | 16 | Shatter, Fireball | - |
| Shattering icicle | Earth/Water | 28 | 43 | 70 | 15 | Shatter, Ice bolt | - |
| Antithesis | Fire/Water | 50 | 35 | 120 | 23 | Fireball, Ice ball | - |
| Elemental burst | /Air/Earth/Fire/Water | 32 | 95 | 95 | 27 | Shattering icicle, Magma ball | - |
| Sandstorm | Air/Earth | 66 | 92 | 78 | 22 | Vortex of air, Earthquake | - |
| Fiery wind | Air/Fire | 65 | 80 | 140 | 20 | Vortex of air, Flamewave | - |
| Thunderstorm | Air/Water | 71 | 78 | 160 | 30 | Vortex of air, Ice storm | - |
| Eruption | Earth/Fire | 60 | 75 | 135 | 22 | Earthquake, Flamewave | - |
| Swamp curse | Earth/Water | 65 | 80 | 160 | 29 | Earthquake, Ice storm | - |
| Burning ice | Fire/Water | 80 | 44 | 240 | 36 | Firestorm, Ice storm | - |
| Disaster | Air/Earth/Fire/Water | 79 | 140 | 140 | 39 | Tornado, Earthquake, Flamewave, Avalanche | - |
| Shatter mist | Air/Earth | 85 | 110 | 90 | 35 | Tornado, Boulders | - |
| Firewhirl | Air/Fire | 95 | 110 | 175 | 36 | Hurricane, Rain of fire | - |
| Diamond dust | Air/Water | 85 | 105 | 180 | 36 | Tornado, Blizzard | - |
| Volcano rage | Earth/Fire | 80 | 100 | 175 | 29 | Boulders, Rain of fire | - |
| Rockslide | Earth/Water | 84 | 100 | 190 | 34 | Boulders, Avalanche | - |
| Antipode | Fire/Water | 100 | 52 | 315 | 40 | Inferno, Avalanche | - |
| Catastrophe | Air/Earth/Fire/Water | 100 | 220 | 220 | 49 | Disaster, Tsunami, Hurricane, Boulders | - |
| Discharge | Air/Earth | 95 | 180 | 130 | 44 | Typhoon, Boulders | - |
| Solar Wind | Air/Fire | 110 | 150 | 195 | 45 | Typhoon, Flare | - |
| Aurora | Air/Water | 104 | 125 | 245 | 41 | Hurricane, Tsunami | - |
| Magma explosion | Earth/Fire | 100 | 120 | 230 | 39 | Boulders, Inferno | - |
| Nature's fury | Earth/Water | 100 | 110 | 280 | 40 | Boulders, Tsunami | - |
| Frozen flame | Fire/Water | 110 | 60 | 365 | 45 | Meteor, Tsunami | - |
| Destruction | Air/Earth/Fire/Water | 110 | 270 | 270 | 60 | Catastrophe, Inferno, Typhoon | - |
| Name | Str | End | Agi | Wis | Int | Unlimited? | Damage | Bonus | Obtain |
| Quiver of Protection | 20 | 40 | 60 | 0 | 0 | Yes | 4 - 6 | +15 Archery | Summon |
| Severynah | 80 | 40 | 290 | 40 | 40 | Yes | 5 - 7 | +100 Archery, Casts earth-based spell Severynah on hit | Quest |
| Blood-tipped arrows | 80 | 40 | 290 | 40 | 75 | Yes | 7 - 8 | +100 Archery, Casts spell Fever on hit | Quest |
| Pegasus head arrow | 110 | 40 | 510 | 40 | 40 | No | 5 | Casts air-based spell on hit | Buy |
| Leviathan head arrow | 110 | 40 | 510 | 40 | 40 | No | 5 | Casts water-based spell on hit | Buy |
| Dragon head arrow | 110 | 40 | 510 | 40 | 40 | No | 5 | Casts earth-based spell on hit | Buy |
| Phoenix head arrow | 110 | 40 | 510 | 40 | 40 | No | 5 | Casts fire-based spell on hit | Buy |
| Runed mithril arrow | 100 | 40 | 320 | 60 | 75 | No | 15-25 | +5% Archery, Casts spell Rune of Restriction [- light power] on hit | Buy |
Note - The spell effect for severynah requires earthquake and 95 wis to use spell effect.