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Posted

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Website: www.l2gearwars.com

 

Xp 1000 | Sp 1000 | Adena 1000 | Items 5 | Spoil 100

 

 

Lineage || Freya

 

= Enchant Rates =

* Max Weapon Enchant: +16

* Max Armor Enchant: +16

* Max Jewels Enchant: +16

 

* Safe Weapon Enchant: +3

* Safe Armor Enchant: +3

* Safe Jewels Enchant: +3

 

* Normal Scroll Enchant Rate For Weapons: 70%

* Normal Scroll Enchant Rate For Armors and Jewels: 70%

* Blessed Scroll Enchant Rate for Weapons,Armoros and Jewels: 80%

* Attributes: Lvl 7

 

=NPCs=

* GM Shop :An NPC selling any kind of goodies you need.

* Buffer : 3 hours buff time includes  available 32+4/+16 dances/songs

* Augmenter

* Custom Wedding System

* Nobless Manager

* Vote manager with real usefull and cool items.

 

=List of Features=

* Balanced classes - here you will have the opportunity to play what class you know better without

being affraid of overpowered class becouse there is not such things.

* All classes are balanced in order to be playable and to avoid over-powerment.

* Stable economy - a heavy, stable long lasting economy, designed to be balanced; fair for

everyone and long lasting.

* All the skills are reworked one by one. We can promiss you will not find non-working skill. Plus,

all the values are changed to fit in a high rate PvP server.

* Offline trade working 100%.

* Geodata server: new smart quality geodata.

* No Weight limits, space limit 120.

* Class manager

* Custom enchant Weapon colors, unlimited zoom.

* 3 subclasses for 1 character ( Lv 85 for subclass ).

* All raid boss jewells are in Their Spots with respawn up to 1 day.

* Codex mastery for safe skill enchant are in Vote Manager.

* Olympiad system - starting from 18:00 - 24:00.

* Olympiad system - heroes are formed every 2 weeks.

* TvT Massive,TvT Round,CTF + 3 Minievents, GM events every day.

* drops at  karma value.

* No quick healing potions when in combat.

* Custom farming zone 100%.

* Leveling zones.

* Active and verry profesional and experienced server team. All you dont know, they will teach you.

All your problems will be solved as soon as possible making petitions ingame.

 

 

 

Posted
unmetered Traffic up to 500Mbps Unmetered (Volume network) * connected at 1 x 1000Mbps Full-Duplex

 

Almost all datacenters that have unmetered plans use cogent...very bad. Also you can talk all you want about your network its not going to help you when you receive a UDP flood.

 

Cpu is based on Intel and the new technology they made called *Hyper-Threading Technology* at 45nm

 

Don't know where you have been but thats not new technology.

 

We are Using An Intel Core i7 1366 Socket Stable at 2,66 ghz and we can overclock with our watercooling system up to 4,1 Ghz.So be sure there shouldn't be any type of overload at cpu.

 

I should use this as my signature...are you joking?

 

 

Posted

We are Using An Intel Core i7 1366 Socket Stable at 2,66 ghz and we can overclock with our watercooling system up to 4,1 Ghz.So be sure there shouldn't be any type of overload at cpu.

I'd like to see that lol...

Posted

Almost all datacenters that have unmetered plans use cogent...very bad. Also you can talk all you want about your network its not going to help you when you receive a UDP flood.

 

Don't know where you have been but thats not new technology.

 

I should use this as my signature...are you joking?

 

 

 

What do you want to build for a java emulator?

So you like to talk so much about the specs?What about the game?

Posted

What do you want to build for a java emulator?

So you like to talk so much about the specs?What about the game?

 

I see now you deleted all your network and server specs from your first post...why? And yes what about the game? Do you have questions? What would you like to discuss?

 

Open a server, post specs..thats all good but don't post bullshit.

Posted

What do you want to build for a java emulator?

So you like to talk so much about the specs?What about the game?

Yeah, because that's the way Lineage 2 is meant to be played! 1000x Rates! WOOT!!!!

Now seriously, 2.66 to 4.1 Ghz, pwned my ass!

Posted

I'd like to see that run stable ;) I mean, it can go to 4.1Ghz, but if it's only using 2.0 Ghz, there will be no problem till it reachs critical levels. Also, did you adjust voltage? =) Think before you talk bro. I have a brand new i7 1555 socket, 2600K 3.40 Ghz at default, that goes up to 4.4 Ghz stable on proper cooling. You want us to believe, 2.66 Ghz will be stable at 4.1 Ghz? pff.

Posted

i can give you a picture from cpu-z program.

 

Even better give me a picture of the datacenter staff laughing you out of the place when you showup with your uber watercooled server :D

Posted

CPU Voltage 1.25000v - This is our maximum Vcore

CPU PLL Voltage - Auto

QPI/DRAM Core Voltage - 1.3v

IOH Voltage - Auto

IOH PCIE Voltage - Auto

ICH Voltage - Auto

ICH Voltage - Auto

 

DRAM Bus Voltage - 1.66v

DRAM DATA REF Voltage on CHA - Auto

DRAM CTRL REF Voltage on CHA - Auto

DRAM DATA REF Voltage on CHB - Auto

DRAM CTRL REF Voltage on CHB - Auto

DRAM DATA REF Voltage on CHC - Auto

DRAM CTRL REF Voltage on CHC - Auto

 

Load-Line Calibration - Enabled

CPU Differential Amplitude - Auto

CPU Clock Skew - Auto

CPU Spread Spectrum - Auto

IOH Clock Skew - Auto

PCIE Spread Spectrum - Auto

 

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    • L2JOne — Interlude C6 Level 86, S84 grade, clan level 11 — on an Interlude C6 core. 67 systems. Desktop Control Center. Edit the server while it runs. FULL SYSTEM CATALOGUE  ·  WEBSITE  ·  TELEGRAM Most Interlude packs give you a clean core and leave the interesting part to you. This one ships with the content already written — the economy systems, the event engine, the retention loop and the admin tooling a live server actually needs after week one. Everything is configurable from open files, and most of it is editable with the server running, from a Community Board panel or from the desktop Control Center. You should not need a new build to fix a broken skill or retune a drop rate on a Saturday night. QUICK FACTS Level cap 86, S80 and S84 grades, clan level 11 — High Five progression on an Interlude core 909 High Five items — Dynasty, Vesper and Icarus gear, Forgotten Scrolls, Dolls, Agathions 67 systems delivered ready — new, rebuilt, expanded or fixed 689 XML files — items, NPCs, skills, spawns, zones and every custom system, all open 343 quests implemented 147 GM commands, each with its own access level 95 database tables with install and versioned migration scripts 22 Community Board panels with open HTML 8 event modes that schedule themselves Java, JDK 22+, MariaDB / MySQL Desktop Control Center in English, Portuguese and Spanish HIGH FIVE CONTENT ON AN INTERLUDE CORE This is the part most Interlude packs do not have. The core is Interlude C6 — the chronicle your players know, with the combat and the pace they came for — but the progression ceiling is not the Interlude one. The end game was extended with High Five content, server side and client side. Level cap 86. The full experience table up to 86, with the rate brackets to match: five independent XP, SP and currency ranges covering 1-52, 52-61, 61-76, 76-78 and 78-86, so you shape the curve at the top instead of letting it flatten. S80 and S84 grades. Two grades above S, each with its own crystal, enchant bonus and gemstone cost — so the enchant and crystallization economy keeps working at the new ceiling instead of stopping at S. Clan level 11. Clan progression continues past the Interlude cap, with Blood Oath, Blood Alliance and Blood and Sand as the upgrade materials, and the clan skills that come with those levels. 909 High Five items. Dynasty, Vesper and Icarus weapons and armour with their augments and special abilities, 112 Forgotten Scrolls, Dolls and Agathions. High Five skill set. The skill ranges that come with the higher levels and the new gear are implemented, not stubbed — including the Doll and Agathion skills. Client tables included. The item name and grp tables for all of it ship with the pack, and the Control Center reads and repacks them. You are not left to reverse-engineer the client side of a Vesper set on your own. The practical effect: an Interlude server that does not run out of content at 80. Your players keep the chronicle they wanted and still have somewhere to go after the S set. DESKTOP CONTROL CENTER Start, restart and reload configuration Memory, GC, threads and CPU in real time Live log console and content search Database browser, scheduled backup, install and migration HWID bans and IP lookup Item editor with icon preview, plus multisell, NPC, class and config editors Item cloning, ID migration, item-pack import Reads and repacks the client itemgrp / npcgrp / skillgrp Automatic backup before every save Builds incremental updates, hash-verified per file WHAT IS INSIDE NEW = not in stock Interlude  ·  REBUILT = existed, rewritten from scratch  ·  EXPANDED = original kept, features added  ·  IMPROVED = original fixed and revised ECONOMY AND ITEMS — 11 systems Offline Shop — REBUILT. Keeps selling after the client closes, restores itself on restart, expires in a number of days you set. Own name colour and visual effect, no damage in peace zones, can be restricted to VIP only. Marketplace — NEW. Persistent market inside the Community Board. Listings stay up with the player offline, delivery is automatic, the listing fee is configurable, every sale logged. Enchant System — REBUILT. Rate per level and per scroll type in an open file. You choose what happens on failure: break, keep or drop one level. In-game editing panel, log of every attempt, automatic high-enchant announce. Custom currency — NEW. Any item as the private store currency: buy, sell and package sale, including the balance the client shows. Reward capsules — NEW. Boxes that draw items by weight, built in an open file. Event, donation and boss boxes with no code. Timed items and passes — NEW. Expire in real time, not play time, and keep counting offline. Noble, VIP, Kamaloka and auto farm passes ship ready. Equipment skins — NEW. Change the look of weapon and armour without touching a single stat. Accessory sets — NEW. The armour-set concept applied to rings, earrings and necklaces, with their own bonus. Deferred delivery — NEW. Items delivered at the player's next login, so donations, vote rewards and event prizes never get lost. Redeem coupons — NEW. GM generates a code, the player redeems it once. Campaigns, downtime compensation, streamer partnerships. Price and drop control — NEW. Single price across every merchant, all-free mode for test servers, gold bar conversion, drop block by grade on death. EVENTS AND PVP — 9 systems Event engine — NEW. Open-file catalogue: which events exist, when they open, how many players they need, what the prize is. Persistent ranking, level-balanced teams, rejoin after a disconnect. 8 event modes — NEW. Team vs Team, Deathmatch, Capture the Flag, Battle Royale with its own map, Hunting Grounds, Party, Spoil and Fight Boss. Each can run at a different time. Tournament — NEW. 1v1, 3v3, 5v5 and 9v9, solo and party registration. Per-format duration, run window, class composition limit and prize. Function zones — NEW. A whole PvP area from a single file: entry fee, auto-flag, anonymous mode, forbidden items and skills, temporary noblesse, restart lock, monster waves, a boss and automatic shutdown. Rotating siege — NEW. One castle drawn per cycle instead of nine independent schedules. The winner moves to the next castle an hour before the following siege, and no castle repeats until every other one has been fought over. Classic mode still available. Castle governor — NEW. The clan holding the active castle taxes merchants, board shop, gatekeepers and marketplace server-wide, and earns a drop, XP and skill bonus. Own vault and statue, wyvern rights for the leader. Every cap set by you. Olympiad — EXPANDED. Custom period and duration, battle limit, enchant cap in the arena, separate mage and fighter buffs, minimum PvP to enter, participant limit per IP, monthly winners. Event shop — NEW. Event currency buys prizes that exist nowhere else. Editable in-game. Anti-feed and dualbox control — NEW. XP and drop blocked on repeated same-IP kills, character limit per IP, whitelist per zone and instance, participant limit per IP with optional HWID check for events. PROGRESSION AND RETENTION — 13 systems VIP System — NEW. Tiers with their own XP/SP/drop rates, rewards and real-time duration. Benefits keep working in the offline shop, activation item configurable, status panel on the board. Daily missions — NEW. Objectives by action type, automatic scheduled reset, reward per mission, progress saved per character. Includes a daily login reward. Auto Farm — NEW. The player picks the skill list, monster priority and target type (mob, raid or grand boss), and can assist the summon or the party leader. Daily quota unlocked by a pass. You decide: everyone, VIP only, or off. Auto Potion (ACP) — NEW. Separate HP / MP / CP percentage triggers, configured in-game. Removes the incentive to run third-party software. Player-to-player buff selling — NEW. The human buffer gets its job back: advertise your own buffs, set the price, sell to whoever passes. Scheme Buffer — IMPROVED. Schemes saved per account, applied from the NPC and from the board, with a cost and skill list you control. AIO character — NEW. All-in-one character with its own buffs and saved macros, duration and type set by you. Level reward — NEW. Automatic prize on reaching each level, right where most new players give up. Rates per level bracket — NEW. Five independent brackets between 1 and 86 for XP, SP and currency, plus an exclusive rate inside instances. Subclass and skill stacking — EXPANDED. Configurable cap, switching anywhere, selective stacking across subclasses with a block list. Agathion — NEW. Companion pet that follows, talks and optionally heals by percentage. Restored at login. Pet and summon persistence — IMPROVED. Pet and servitor return after a reconnect with buffs and cooldown intact. A dropped connection stops costing ten minutes of rebuffing. Chat commands — NEW. A whole layer absent from stock Interlude: .menu .farm .acp .mission .vote .sell .register .instance .leader .crystal .recipe .aiomacro CONTENT AND WORLD — 8 systems Instanced territories — NEW. Private farm area per player or party, built from the map regions. Each region has its own monster list, respawn, entry policy and a trigger-released boss. No instance sees another, and the drop rate inside is exclusive. Spot fighting is over. Kamaloka — NEW. Instanced dungeon with its own scoring, a board ranking and an entry pass as an item. Simulated players — NEW. Server-controlled characters with combat, healing and potion AI, town walking routes and template clans. Visible in /who. A freshly opened server stops looking empty. Champion mobs — EXPANDED. Own HP, attack and speed, configurable aura, multiplied XP/SP/drop, exclusive drop list, optional guaranteed enchant. Boss info and reward — NEW. Schedule and status on the board, participation reward per raid, raid points to the clan, loot protection, grand boss death announce. Original Interlude content — IMPROVED. 343 quests, 9 castles with working sieges, 44 clan halls with auction and functions, Seven Signs, Festival of Darkness, manor, fishing. Grand boss AI revised — Antharas, Baium, Frintezza, Sailren. Polymorph — NEW. Visual transformation of players and NPCs from an open file. Seasonal events — NEW. Mammon Spawn and Master of Enchanting as calendar scripts. COMMUNITY BOARD — 22 panels Player panel — NEW. Board home with server info, rules, active promotions and a shortcut to every other panel. Server shop — NEW. A merchant inside the board, prices subject to the ruling clan's tax. Rankings — NEW. PvP, PK, level, clan raid points, Kamaloka score and event ranking — six lists updated live, with automatic weekly prizes. Donation panel — NEW. Balance, product and delivery on the character, integrated with the website system. Every delivery logged. Party matching — NEW. A party noticeboard by level, class and goal. Live information panels — NEW. Boss schedules, active events, open instances and territories, governor panel, channel videos with a watch reward, vote reward. All read from the real server state. Forum, mail and friends — IMPROVED. Internal forum, character mail, friend list, favourites and a personal memo. All panel HTML is open — change the visual identity with no recompile. ADMINISTRATION — 7 systems Operations panel — NEW. The desktop Control Center described above. Visual content editors — NEW. Items with icon preview, plus multisell, NPC, class and configuration editors. Item cloning, ID migration, item pack import, automatic backup before every save. Client file editor — NEW. itemgrp / npcgrp / skillgrp read, edit and repack, with ID migration synchronized between server and client. Adding a custom item stops being a manual process across three tools. In-game editors — NEW. Balance, event engine, function zones, territories and system config edited from a board panel, applied without restart, automatic backup of every changed file. GM commands — EXPANDED. 147 commands with per-command access level: zone creation by vertices in-game, spawns saved to the database, NPC route editor with preview, event / balance / enchant panels, HWID management. Persistent configuration — NEW. What the GM changes from the panel is stored and reapplied at next boot. Update package — NEW. The build ships only what changed, hash-verified per file, ready to publish to your players. SECURITY AND PROMOTION — 6 systems Guard and HWID — NEW. Validation at startup, machine identification, window limit per machine, configurable grace mode, access log per account, ban and lookup by GM command. Discord logging — NEW. 28 channels: enchant, drop, pickup, trade, warehouse, multisell, donation, Olympiad results, grand boss deaths, player and GM logins, suspicious IP alerts, chat keyword filter. When a player complains about a missing item, the answer is in the channel. Vote reward — NEW. 8 top lists, individual reward, per-site cooldown, global vote goal with a collective prize. YouTube integration — NEW. Turns your player base into your channel audience. Full section below. Announcements and promotions — NEW. Rotating in-game announces, time-boxed promotions with a board panel. Build protection — NEW. Obfuscation plus optional class encryption with its own loader. YOUTUBE — TURN YOUR PLAYERS INTO YOUR CHANNEL AUDIENCE Most packs call "YouTube integration" a button that opens a link. This one is a closed loop between your channel and the game, and the player never leaves the client. 1. Your channel, inside the game. The server queries the YouTube Data API and rewrites its own video list — title, description and publish date. You never maintain a list by hand: publish on YouTube and the panel updates itself. Players search it and pick what to watch. 2. The video plays inside the client. No alt-tab, no browser, nobody logs out to watch. The server reads the real duration of that video from YouTube and sets the timer to that exact length — the message on screen says how long is left. The player is held away for the duration, so watching is watching, not a tab left open in the background. 3. Watch time, not clicks. This is the part that matters for a channel. A click that bounces after three seconds does nothing for you. What reaches your channel here is a completed view, because the reward only exists if the video runs to the end. 4. The reward lands automatically. Items go straight to the character with an on-screen confirmation and a chat line naming the video. The reward items are yours to configure. Every upload reaches everyone online. A new video triggers an in-game announcement with a message you write. No ad spend, no posting the link in five Discords and hoping. It becomes a habit, not a one-off spike. The daily cap resets every day, so the same players come back tomorrow. Your back catalogue keeps earning views months after publication. Abuse controls built in. One reward per video per day, a configurable daily cap across all videos, one video in progress at a time, everything stored per character in the database — relogging resets nothing. Configurable: API key, channel, how many videos to pull, whether to announce, the announcement text, the reward items and the daily reward cap. A server with 300 players online is 300 completed views on every upload. That is the difference between a channel nobody sees and a channel that grows with the server. COMBAT AND BALANCE — 6 systems Balance per class — NEW. Damage dealt and taken per class, split by attack type, edited from the board, applied without restart, automatic backup so you can roll back. Balance per skill — NEW. Power, duration and behaviour per class, without touching the original skill XML. The broken skill of the month is fixed on the spot, not in the next release. Combat caps — NEW. Hard cap on attack and cast speed, no-cooldown skill list, skill duration overridden by ID, fixed cancel time, configurable expertise penalty. Extra effects and conditions — NEW. 9 effects from later chronicles ported to Interlude, 7 new skill conditions, weapon-swap skill, skill that teaches a skill, extra targets. Servitor share — NEW. The summoner passes a percentage of their stats to the servitor. Geoengine and movement — IMPROVED. Revised pathfinding with instance support. WHAT YOU GET The distribution, compiled and licensed for your project The complete datapack — 689 XML files and the Community Board HTML, open to edit Database scripts: install plus versioned migrations Desktop Control Center (EN / PT / ES) Continuous updates through the update system Direct support during setup Optional: the L2JOne Website System — player accounts, donations with automatic in-game delivery, admin dashboard, 4 payment methods, 4 languages. Sold separately, ask if you want both. HONEST NOTES Ships compiled and licensed per project. If you need full Java sources, ask up front — do not assume it is included. Guard/HWID and the build protection are real operational controls, not a promise of absolute protection. Anyone selling you "unhackable" is selling you a story. Two systems ship disabled and are still marked in-development in the config: Fake Farming and Timed Amulets. Everything else in this list is working. The game client itself is not distributed here. The item name and grp tables for the High Five content are included, and the Control Center edits itemgrp / npcgrp / skillgrp, but assembling and hosting the client is yours. CONTACT Full system catalogue: l2jone.com/fonte Website: l2jone.com Telegram: @Williams0ff E-mail: support@l2jone.com Pricing depends on the plan and on what you want bundled — message me and I will send the options. I am open to using the forum's middleman / escrow service. I have no reputation here yet, and I think asking for it is fair. Questions in the topic are welcome — I answer them here so the next person reading finds the answer too.    Scrolls Augments New Augment Acessories    
    • ⚡ Weekend special! Upgrade your personal Google account with 5TB storage and Gemini Pro in under 60 seconds.
    • Don't cry, it's a game. If it makes you cum on your monitor, of course, enjoy it. My business has been running for years and will continue to do so. No matter what happens here, the dogs bark, the caravan moves on. Start developing game engines - post them too - after all, I create them too) Salvation:Arena (MOBA) Unreal Engine RED-TEAM REVERSECODE Аліса займається розробкою ще з часів створення денді та сеги-діти які створюють шум для мене просто діти) За ці роки роботи я бачила багато різних людей у цій сфері все що я думаю про це не плачте та насолоджуйтесь життям слава ураїне - котись на свій бразильський форум)   If you'd simply asked me in a private message on the forum to be reinstated, you'd have been unblocked without a problem. I have no enemies—it's just business. I can make any product on the market, models and effects, copyrights—complex tools—at my age, people run large companies. I'm pleased that our beloved MXC* forum will now have a lot of free products. I earn a maximum of $200-$300 a year from this industry. If that excites you, well, have fun with us.       I moderate many gaming communities, here's one of them  if I hated you, you'd be out of here in a minute, brother  so don't get carried away with your wet dreams. On the topic of free work, start doing it yourself—the forum needs good free stuff. Someone will definitely like you here and throw a flower on your grave. Besides, you're forgetting that half the forum is involved in this interface development business and for many developers, it's a good income. So, you want to make life sweeter for them all, not just for me it's actually nice that you're such a noble young man.   Besides, I usually work from behind the scenes and don't move anywhere in the market but nothing stops me from doing what others do - working from the shadows  you won't even see that I'm doing it, it's so funny.   Start doing free work. You promised to do it well and post it to communities on time. Good luck! We'll have fun, that's great!🥰   завжди приємно поспілкуватися з веселими людьми              
    • Complete development packages for Lineage 2 UI development, across all chronicles and an automated tool to update and patch Interface.u & Interface.xdat What I Offer Clean Sources: 100% clean, retail-based interface source code with zero unwanted custom modifications. Interface.u Update Tool: A standalone tool designed to patch, rebuild, and update Interface.u efficiently. Custom Modifications: Custom UI features and tailoring can be implemented upon request. Turnaround Time: Most major versions and protocols are ready for immediate delivery; other versions take up to 1 week. How It Works Let me know the specific chronicle or protocol version you are targeting. I will provide the tool, which is HWID-bound to your machine, for your setup. Once satisfied with the results, we finalize the deal. Pricing & Notes Both products are priced separately based on the target protocol and requirements. Package deals are negotiable if purchasing both. DM for inquiries, demos, and pricing quotes.    
    • Well u need to change when sm1 press exit it keeps it in game..  
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