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About SilverDeer

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  • Birthday February 19

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  1. I'm sure he says it because the skill doesn't attack if the opponent is running fast. Same thing happens with many AoE Skills from Archers.
  2. I also noticed that(I didn't write it in the main post). Using both skills: Corpse Explosion is cancelled and you regenerate hp by Corpse Take, or Corpse Take is cancelled and Corpse Explosion works. Sometimes even the dead monster (which the game takes as the attacker) regenerates hp by killing nearby monsters under the effects of Corpse Explosion. This is very crazy XD And yes, indeed the Burning effect has a success rate. The effect seems to work fine, the main problem is written in the main post.
  3. I read your post about Necro skills after editing my post, I never noticed your message before! But thank you for reporting it anyway. :)

  4. UPGRADED! - After testing Corpse Take and Explosion again, I have a new conclusion. Description is there. - I also added some Paladin skills to the list. - I added a little description about trap skills problem. Sorry if my english might be bad there.
  5. Btw. If I can make a suggestion for this guide. I wouldn't consider Double Shot as an option since you get Magic Arrow, its first level is stronger than the full 25 levels for Double Shot. Double shot is great for the earlier stages of archers and Magic Arrow is like its advanced version.
  6. Rune Walker path is still very good. Its potential is also in the skills: Cast Foil and Illusion Attack, but of course people disagree on the use of these skills. Humans of course always take the lead in terms of damage and this path is the one that gives the best results. I love rogues and this is a great guide! :D
  7. I think the default game has that feature included. I don't know if that was changed here. But you reminded me of this old patch note: (I'm confused about what happened XD) Go to Main Post
  8. Critical rate above 100% is possible and for some unknown reason, you may still make normal attacks. Maybe the game doesn't display the correct amount you have, idk. But having it around 110% should be a sufficient amount. And no, the critical rate doesn't influence your critical damage. Critical damage is just a multiplier that you can increase through buffs.
  9. Sometimes they explode when they are around monsters but do nothing anyway. Hopefully they will become a functional skill soon : (
  10. Increases Critical Damage but it doesn't seem to work or its % is quite low in this server. I can't be sure what's the problem with this skill so I add it to the list. Thanks for reporting this! I never noticed it never worked on me, I've lived deceived all this time :(( EDITED: Info upgraded!! I also added some descriptions.
  11. Thank you for leaving your opinion! You forgot Block Rate but we all agree this stat is too overpowered for philos. :] The physical / magical defense can be obtained easily through Vit & Sab(the latter is quite avoided), and Durelin & Argentum. I think It's easy to say "Magic damage is very strong" when everyone when they receive a +40 Philo of Wisdom, they generally throw it out as useless or when we don't even take the time to upgrade our accessories. Currently I'm not sure if we can say that magic damage is high when we see many physical jobs devastating the game without surprising us. About these although they sound nice to be added, they're quite significant and I say this especially for Cast Speed that after reaching 100% reduction your skills become instantaneous. This really could be harmful to the balance of the classes ... unless you can't get beyond 1% per option, then we would get a game with different speeds and not fixed only by skills and specific items.
  12. Today I was granting stats with Philostones, looking at the starry sky of NC and I was wondering why there's no Magic critical rate in its possible bonus. The title speaks for itself but here is my argument. The Magical Crit Rate is a very rare stat that currently can't be obtained in any way other than by buffs or items. Wisdom doesn't help this either (or I'm blind maybe). Why do people have to depend on being Monk-Inqui-SA to reach something? Without Critical Rate you starve in this game! The physical counterpart has much more ease and advantage in these aspects, it's easier to get crit rate and other benefits through Philos and Stats while the options for Mages are more limited . I feel like Magical jobs lost importance on this server, many people prefer jobs like SM and BT or something physical. Maybe this suggestion could spice up the game for magical users like Crusaders for example. The idea is also that it grants a low bonus number as it happens with "Critical damage" to mention an example. People are invited to give their opinion here! ;)
  13. If by "upgrade" you mean learning those skills, it's obviously not worth it. Who wants to learn a skill isn't working correctly? I once reported Elastic Bow and Telescopic Musket Scope because they don't work as they should, I'm not sure what happens with Long Shot but range skills don't seem to work properly like attack speed bonuses. We know from later versions (not to say common sense) that they're meant to work not only for basic attacks. There's no point in having a game with skills that we must avoid because they're bugged or because their effects are very poor/low. That's my opinion, report them or make sugesstions
  14. SilverDeer

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  15. Not really, I think that everything depends on your gear and what things your character is lacking. But I don't feel comfortable telling people "Keep full dex / str / vit", I prefer that they experiment for themselves. So I'm sorry if I can't give you a specific recommendation about this.
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