Jump to content
  • 0

Does this skill work in aCis Interlude?


Romotheone

Question

Hey guys,

 

I have been having some fun on my homerun server for a while now, but Freya is not the most popular chronicle and I have put so many hours into this pack that I am really hesitant of switching to Interlude and especially to a new, virgin pack.


Can any of you check if this skill works in aCis Interlude? Perhaps provide a screenshot of proof even? I would be really thankful.

 

Here is what it is supposed to do:

If you add Divine Elevation skillID 15000 to yourself, each basic weapon attack you do will have a 20% chance to proc the next level of Divine Elevation.

Each level will give you atkspd, p.atk and movement speed.

Once Divine Elevation reaches lvl 5, it will stay lvl 5 and it will keep refreshing itself.

 

From the way it looked, the XML side of IL aCis it doesn't seem to differ too much from the way default L2J was built, so I am hopeful.

 

Server Side:

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>
    
    <skill id="15001" levels="5" name="Divine Elevation">
        <table name="#abnormalLvl"> 2 3 4 5 5 </table>
        <table name="#activationChance"> 20 20 20 20 20 </table>
        <table name="#triggeredLevel"> 2 3 4 5 5 </table>
        <table name="#atkspd"> 50 75 100 125 150 </table>
        <table name="#patk"> 100 200 300 400 500 </table>
        <table name="#runspd"> 4 8 12 16 20 </table>
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" Time="10" triggeredId="15001" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_HIT" stackOrder="#abnormalLvl" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="#atkspd" />
                <add order="0x40" stat="pAtk" val="#patk" />
                <add order="0x40" stat="runSpd" val="#runspd" />
            </effect>
        </for>
    </skill>

 

 

 

 

Client Side:

 

skillgrp:

 

15000    1    2    0    -1    0    0.00000000    0            icon.skill1430    0    0    0    0    -1    -1
15001    1    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    2    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    3    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    4    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10
15001    5    1    27    -1    0    0.00000000    0    B    skill.white.1218    icon.skill1430    0    0    0    0    8    10

 

 

skillname-e:

 

15000    1    a,Divine Elevation Trigger\0    a,Has a 20% chance to trigger divine elevation lvl 1. Each level grants +50 attack speed, +100 P.atk and +4 movement speed.\0    a,none\0    a,none\0
15001    1    a,Divine Elevation Lvl1\0    a,Has a 20% chance to trigger divine elevation lvl 2. Grants +75 attack speed, +200 P.atk and +8 movement speed.\0    a,none\0    a,none\0
15001    2    a,Divine Elevation Lvl2\0    a,Has a 20% chance to trigger divine elevation lvl 3. Grants +100 attack speed, +300 P.atk and +12 movement speed.\0    a,none\0    a,none\0
15001    3    a,Divine Elevation Lvl3\0    a,Has a 20% chance to trigger divine elevation lvl 4. Grants +125 attack speed, +400 P.atk and +16 movement speed.\0    a,none\0    a,none\0
15001    4    a,Divine Elevation Lvl4\0    a,Has a 20% chance to trigger divine elevation lvl 5. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0
15001    5    a,Divine Elevation Lvl5\0    a,Divine Elevation has reached its maximum potential, it will now slowly expire. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0

 

 

P.S.: Yes, I could download IL aCis and test it myself, but I am lazy as f. and if this works, this could act as a share for whoever needs it.

Thanks in advance, if any of you good-hearted, hard-working people decides to do this for me. 😛

Edited by Romotheone
Link to comment
Share on other sites

15 answers to this question

Recommended Posts

  • 0

Hi @Hypest,

 

Haven't used aCis yet, what does the "augment skill chance" do and where do I find it?

 

edit: I just understood what you meant, sorry... misread it.

Edited by Romotheone
Link to comment
Share on other sites

  • 0

Skillgrp/skillname must edit - make space 🙂

and server side skills not work give error 🙂
 

Quote

java.lang.RuntimeException: java.lang.reflect.InvocationTargetException
        at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:156)
        at net.sf.l2j.gameserver.data.DocumentSkill.makeSkills(DocumentSkill.java:335)
        at net.sf.l2j.gameserver.data.DocumentSkill.parseSkill(DocumentSkill.java:206)
        at net.sf.l2j.gameserver.data.DocumentSkill.parseDocument(DocumentSkill.java:96)
        at net.sf.l2j.gameserver.data.DocumentBase.parse(DocumentBase.java:88)
        at net.sf.l2j.gameserver.data.DocumentSkill.parse(DocumentSkill.java:18)
        at net.sf.l2j.gameserver.data.SkillTable.load(SkillTable.java:60)
        at net.sf.l2j.gameserver.data.SkillTable.<init>(SkillTable.java:50)
        at net.sf.l2j.gameserver.data.SkillTable$SingletonHolder.<clinit>(SkillTable.java:266)
        at net.sf.l2j.gameserver.data.SkillTable.getInstance(SkillTable.java:45)
        at net.sf.l2j.gameserver.GameServer.<init>(GameServer.java:161)
        at net.sf.l2j.gameserver.GameServer.main(GameServer.java:120)
Caused by: java.lang.reflect.InvocationTargetException
        at jdk.internal.reflect.GeneratedConstructorAccessor5.newInstance(Unknown Source)
        at java.base/jdk.internal.reflect.DelegatingConstructorAccessorImpl.newInstance(DelegatingConstructorAccessorImpl.java:45)
        at java.base/java.lang.reflect.Constructor.newInstanceWithCaller(Constructor.java:499)
        at java.base/java.lang.reflect.Constructor.newInstance(Constructor.java:480)
        at net.sf.l2j.gameserver.enums.skills.SkillType.makeSkill(SkillType.java:152)
        ... 11 more
Caused by: java.lang.IllegalArgumentException: No enum constant net.sf.l2j.gameserver.enums.skills.SkillOpType.OP_PASSIVE
        at java.base/java.lang.Enum.valueOf(Enum.java:273)
        at net.sf.l2j.commons.data.StatSet.getEnum(StatSet.java:502)
        at net.sf.l2j.gameserver.skills.L2Skill.<init>(L2Skill.java:192)
        at net.sf.l2j.gameserver.skills.l2skills.L2SkillDefault.<init>(L2SkillDefault.java:14)
        ... 16 more

 

Edited by KejbL
Link to comment
Share on other sites

  • 0
<set name="target" val="TARGET_SELF" />

>

<set name="target" val="SELF" />

 

Other than that, no reason it doesn't work. There is probably a core edit to do for the raise of the skill itself, I don't see how it would process different level than 1.

Link to comment
Share on other sites

  • 0
24 minutes ago, Tryskell said:
<set name="target" val="TARGET_SELF" />

>

<set name="target" val="SELF" />

 

Other than that, no reason it doesn't work. There is probably a core edit to do for the raise of the skill itself, I don't see how it would process different level than 1.

This is from the augment skill list from the aCis pack. aCis seems to be using 
<set name="target" val="TARGET_SELF" />
as well by default.

        <skill id="3085" levels="10" name="Item Skill: Stun">
		<table name="#chance"> 2 2 2 3 3 3 4 4 5 5 </table>
		<table name="#triggeredLevel"> 1 2 3 4 5 6 7 8 9 10 </table>
		<set name="target" val="TARGET_SELF" />
		<set name="lvlDepend" val="1" />
		<set name="skillType" val="BUFF" />
		<set name="operateType" val="OP_PASSIVE" />
		<set name="chanceType" val="ON_HIT" />
		<set name="reuseDelay" val="30000" />
		<set name="activationChance" val="#chance" />
		<set name="triggeredId" val="5168" />
		<set name="triggeredLevel" val="#triggeredLevel" />
	</skill>

And this is the one I made. Everything seems to be in order.

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

 

@KejbL

 

Thank you for the feedback. What did you mean by client side needing more space? It allowed me to save it with FileEdit without any issues. Do you get any errors?

 

Server Side:

Maybe if you try it without multiple levels of the skill like this?

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

 

@Tryskell

 

I think you are right by core not having support for raising active skill levels based on trigger.

Interlude never had skills like that, it was first introduced with Pain of Shilen and Eva's Will in later chronicles.

 

    <skill id="5564" levels="3" name="Pain of Shilen">
        <!-- Confirmed CT2.5 -->
        <table name="#abnormalLvl"> 2 3 4 </table>
        <table name="#activationChance"> 10 10 0 </table>
        <table name="#triggeredLevel"> 2 3 3 </table>
        <table name="#cAtk"> 1.1 1.1 1.1 </table>
        <table name="#windPower"> 0 20 20 </table>
        <table name="#absorbDam"> 0 0 8 </table>
        <set name="magicLvl" val="81" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="TARGET_SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" abnormalTime="20" triggeredId="5564" triggeredLevel="#triggeredLevel" activationChance="#activationChance" chanceType="ON_ATTACKED" abnormalLvl="#abnormalLvl" abnormalType="seed_of_knight" val="0">
                <mul order="0x30" stat="cAtk" val="#cAtk" />
                <add order="0x40" stat="windPower" val="#windPower" />
                <add order="0x40" stat="absorbDam" val="#absorbDam" />
            </effect>
        </for>
    </skill>

 

 

Then case closed I believe. The error was skill level raising and IL not having core support for that. Thank you very much.

Edited by Romotheone
Link to comment
Share on other sites

  • 0

@Romotheone better when save it in .txt files... and skillname too, bcs i make new name for skill tooskills.thumb.PNG.1268acf3e97674dafca81353f344cbda.PNG

1. its me

2. u copy from forum

 

server side still give error

Edited by KejbL
Link to comment
Share on other sites

  • 0
13 minutes ago, KejbL said:

@Romotheone better when save it in .txt files... and skillname too, bcs i make new name for skill tooskills.thumb.PNG.1268acf3e97674dafca81353f344cbda.PNG

1. its me

2. u copy from forum

 

server side still give error

@KejbL

If the problem was only TargetHandler like Tryskell said, try this server side, it should be fixed this way:

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

Client side in TXT format with tab space edits:

 

https://pastebin.com/ZbWurP0e

 

Again guys, thanks a lot for the assistance.

Edited by Romotheone
Link to comment
Share on other sites

  • 0
18 minutes ago, Romotheone said:

@KejbL

If the problem was only TargetHandler like Tryskell said, try this server side, it should be fixed this way:

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="ChanceSkillTrigger" time="10" triggeredId="15001" triggeredLevel="1" activationChance="20" chanceType="ON_HIT" stackOrder="1" stackType="holy_elevation" val="0">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>
    </skill>

 

Client side in TXT format with tab space edits:

 

https://pastebin.com/ZbWurP0e

 

Again guys, thanks a lot for the assistance.

still give error 🙂

when i change OP_Active and OP passive only for Active/passive now its work without error 🙂

Edited by KejbL
Link to comment
Share on other sites

  • 0

Ohh true... Because I guess at this point, the proc is trying to proc itself while the passive also does the same. So, very last try @KejbL

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>
            <effect name="Buff" time="10" val="0" stackOrder="1" stackType="divine_elevation">
                <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
            </effect>
        </for>

 

Edited by Romotheone
Link to comment
Share on other sites

  • 0
1 minute ago, Romotheone said:

Ohh true... Because I guess at this point, the proc is trying to proc itself while the passive also does the same. So, very last try @KejbL

 

    <skill id="15000" levels="1" name="Divine Elevation">
        <set name="activationChance" val="20" />
        <set name="chanceType" val="ON_HIT" />
        <set name="magicLvl" val="81" />
        <set name="operateType" val="OP_PASSIVE" />
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="triggeredId" val="15001" />
        <set name="triggeredLevel" val="1" />
    </skill>

 

    <skill id="15001" levels="1" name="Divine Elevation">
        <set name="skillType" val="BUFF" />
        <set name="target" val="SELF" />
        <set name="operateType" val="OP_ACTIVE" />
        <for>

	<effect name="Buff" time="10" val="0" stackOrder="1" stackType="divine_elevation">
	        <add order="0x40" stat="pAtkSpd" val="50" />
                <add order="0x40" stat="pAtk" val="100" />
                <add order="0x40" stat="runSpd" val="4" />
	</effect>
     </for>

 

when delete OP_ from operateType its work 🙂

Link to comment
Share on other sites

  • 0

I see. Thank you @KejbL and also thank you @Tryskell

 

I took a look at https://gitlab.com/Tryskell/acis_public

The files are really well organized, seems great and easy to use, but due to my needs to be able to customize more freely, I need to stay on a pack with a later chronicle.

 

I really appreciate the help you guys gave me!

Link to comment
Share on other sites

  • 0
1 minute ago, Romotheone said:

I see. Thank you @KejbL and also thank you @Tryskell

 

I took a look at https://gitlab.com/Tryskell/acis_public

The files are really well organized, seems great and easy to use, but due to my needs to be able to customize more freely, I need to stay on a pack with a later chronicle.

 

I really appreciate the help you guys gave me!

np and skill ingame working add me stats in game on 10sec 🙂
but only with lvl 1

4 hours ago, Romotheone said:

skillname-e:

 

15000    1    a,Divine Elevation Trigger\0    a,Has a 20% chance to trigger divine elevation lvl 1. Each level grants +50 attack speed, +100 P.atk and +4 movement speed.\0    a,none\0    a,none\0
15001       a,Divine Elevation Lvl1\0    a,Has a 20% chance to trigger divine elevation lvl 2. Grants +75 attack speed, +200 P.atk and +8 movement speed.\0    a,none\0    a,none\0
15001    2    a,Divine Elevation Lvl2\0    a,Has a 20% chance to trigger divine elevation lvl 3. Grants +100 attack speed, +300 P.atk and +12 movement speed.\0    a,none\0    a,none\0
15001    3    a,Divine Elevation Lvl3\0    a,Has a 20% chance to trigger divine elevation lvl 4. Grants +125 attack speed, +400 P.atk and +16 movement speed.\0    a,none\0    a,none\0
15001    4    a,Divine Elevation Lvl4\0    a,Has a 20% chance to trigger divine elevation lvl 5. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0
15001       a,Divine Elevation Lvl5\0    a,Divine Elevation has reached its maximum potential, it will now slowly expire. Grants +150 attack speed, +500 P.atk and +20 movement speed.\0    a,none\0    a,none\0

 

btw here dont must use LVL1 - LVL5 , lvl skill have set here 1 - 5.

Link to comment
Share on other sites

  • 0
1 hour ago, KejbL said:

np and skill ingame working add me stats in game on 10sec 🙂
but only with lvl 1

btw here dont must use LVL1 - LVL5 , lvl skill have set here 1 - 5.

 

Yes, I know. It was only a quick skill description to make it more obvious for an unsuspecting player ingame.

 

And yes, unfortunately interlude chronicle doesn't support proccing higher level buffs on top of each other so I only made it to be lvl 1. Thank you for the help @KejbL

 

You can see how it works in later chronicles where there is core support for such a thing.

https://clips.twitch.tv/TameSmoothChickpeaEagleEye-ybLLqbgKVG08yb9l

Edited by Romotheone
Link to comment
Share on other sites

  • 0
On 10/28/2021 at 2:01 PM, Romotheone said:

And yes, unfortunately interlude chronicle doesn't support proccing higher level buffs on top of each other so I only made it to be lvl 1.

 

It's probably only few lines to add.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Answer this question...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Posts

    • 2 Factor Authentication Code for 100% secure login. Account provided with full information (email, password, dob, gender, etc).
    • ready server for sale, also available for testing with ready and beautiful npc zone pvp with custom 2 epic core orfen lvl2 with all maps ready all quests work at 100% ready comm  board with buffer teleport gm shop service anyone interested send me a pm many more that I forget  Exp/Sp : x30 (Premium: x40)    Adena : x7 (Premium: x10)   Drop : x7 (Premium: 10)   Spoil : x7 (Premium: 10)   Seal Stones : x7 (Premium: 10)   Raid Boss EXP/SP : x10   Raid Boss Drop : x3 (Premium: x5)   Epic Boss Drop : x1 Enchants   Safe Enchant : +3   Max Enchant : +16   Normal Scroll of Enchant Chance : 55%   Blessed Scroll of Enchant Chance : 60% Game Features   GMShop (Max. B-Grade)   Mana Potions (1000 MP, 10 sec Cooldown)   NPC Buffer (Include all buffs, 2h duration)   Auto-learn skills (Except Divine Inspiration)   Global Gatekeeper   Skill Escape: 15 seconds or /unstuck   1st Class Transfer (Free)   2nd Class Transfer (Free)   3rd Class Transfer (700 halisha mark)   Subclass (Items required from Cabrio / Hallate / Kernon / Golkonda + Top B Weapon + 984 Cry B)   Subclass 5 Subclasses + Main (Previous subclasses to level 75 to add new one)   Noblesse (Full Retail Quest)   Buff Slots: 24 (28 with Divine Inspiration LVL 4)   Skill Sweeper Festival added (Scavenger level 36)   Skill Block Buff added   Maximum delevel to keep Skills: 10 Levels   Shift + Click to see Droplist   Global Shout & Trade Chat   Retail Geodata and Pathnodes   Seven Signs Retail   Merchant and Blacksmith of Mammon at towns   Dimensional Rift (Min. 3 people in party to enter - Instance)   Tyrannosaurus drop Top LS with fixed 50% chance   Fast Augmentation System (Using Life Stones from Inventory)   Chance of getting skills (Normal 1%, Mid 3%, High 5%, Top 10%)   Wedding System with 30 seconds teleport to husband/wife Olympiad & Siege   Olympiad circle 14 days. (Maximum Enchant +6)   Olympiads time 18:00 - 00:00 (GMT +3)   Non-class 5 minimum participants to begin   Class based disabled   Siege every week.   To gain the reward you need to keep the Castle 2 times. Clans, Alliances & Limits   Max Clients/PC: 2   Max Clan Members: 36   Alliances allowed (Max 1 Clans)   24H Clan Penalties   Alliance penalty reset at daily restart (3-5 AM)   To bid for a Clan Hall required Clan Level 6 Quests x3   Alliance with the Ketra Orcs   Alliance with the Varka Silenos   War with Ketra Orcs   War with the Varka Silenos   The Finest Food   A Powerful Primeval Creature   Legacy of Insolence   Exploration of Giants Cave Part 1   Exploration of Giants Cave Part 2   Seekers of the Holy Grail   Guardians of the Holy Grail   Hunt of the Golden Ram Mercenary Force   The Zero Hour   Delicious Top Choice Meat   Heart in Search of Power   Rise and Fall of the Elroki Tribe   Yoke of the Past     Renegade Boss (Monday to Friday 20:00)   All Raid Boss 18+1 hours random respawn   Core (Jewel +1 STR +1 DEX) Monday, Wednesday and Friday 20:00 - 21:00 (Maximum level allowed to enter Cruma Tower: 80)   Orfen (Jewel +1 INT +1 WIT) Monday to Friday, 20:00 - 21:00 (Maximum level allowed to enter Sea of Spores: 80)   Ant Queen Monday and Friday 21:00 - 22:00 (Maximum level allowed to enter Ant Nest: 80)   Zaken Monday,Wednesday,Friday 22:00 - 23:00 (Maximum level allowed to enter Devil's Isle: 80)   Frintezza Tuesday, Thursday and Sunday 22:00 – 23:00 (Need CC of 4 party and 7 people in each party min to join the lair, max is 8 party of 9 people each)   Baium (lvl80) Saturday 22:00 – 23:00   Antharas Every 2 Saturdays 22:00 - 23:00 Every 2 Sundays (alternating with Valakas) 22:00 – 23:00   Valakas Every 2 Saturdays 22:00 - 23:00 Every 2 Sundays (alternating with Antharas) 22:00 – 23:00   Subclass Raids (Cabrio, Kernon, Hallate, Golkonda) 18hours + 1 random   Noblesse Raid (Barakiel) 6 hours + 15min random   Varka’s Hero Shadith 8 hours + 30 mins random (4th lvl of alliance with Ketra)   Ketra’s Hero Hekaton 8 hours + 30 mins random (4th lvl of alliance with Varka)   Varka’s Commander Mos 8 hours + 30 mins random (5th lvl of alliance with Ketra)   Ketra’s Commander Tayr 8 hours + 30 mins random (5th lvl of alliance with Varka)
    • Have a great day! Unfortunately, we can not give you the codes at the moment, but they will be distributed as soon as trial is back online, thanks for understanding! Other users also can reply there for codes, we will send them out some time after.
    • Ok mates i would like to play a pridestyle server (interluide, gracie w/ever) Is there any such server online and worth playing?
  • Topics

×
×
  • Create New...

AdBlock Extension Detected!

Our website is made possible by displaying online advertisements to our members.

Please disable AdBlock browser extension first, to be able to use our community.

I've Disabled AdBlock