Fix the problem that the musket shooting skill is changed to missile skill which cannot be used by left click Fix the bug that the status machine gets stuck after using props and using general attack immediately Modify the artifact soul energy acquisition according to the number of layers in endless mode (Every 100 levels increase the soul power acquisition by 20%) Modify the backup archive after endless mode tier jumping and teleporting Modified the abnormal damage no longer triggers the direct attack effect Modified the abnormal damage calculation process to correlate with direct damage Modified the abnormal damage no longer triggers the blood draw effect Modify the unification of both English and Chinese damage units to K and M Modified the problem of camera blocking the view in some rooms of the camp Adjusted to remove the ice armor from the elite endless mode (Removed slowed by hit, kept ice ball)
Adjustments to enhance some talent effects Ranger talent adjustments. Adjusted Sunder talent value up to 25% Adjusted Pierce talent to 35%. Adjusted Resist talent to 35%. Adjusted Snipe talent value up to 35% Adjusted Couple talent value up by 5 and max level up to 20 Adjusted Ballista talent value up to 50% Assassin talent adjustment. Adjusted Raid talent from increasing attack speed per blast to increasing overall attack by 20%, stackable at 4 levels Adjusted Master Poisoner talent value up to 40% Adjusted Disciplined Assassin's Blast Damage increase to 20% per blast orb, max level increased to 15 Adjusted Flurry III value up to 80% Adjusted Backstab value up to 50% Adjusted Roll Specialist duration to 10 seconds and removed built-in CD Adjusted Reaver effect so that any attack can trigger after reaching the stacking limit, and increased the damage factor to 4x Adjusted Avatar of the Assassin effect to increase burst damage per blast ball to 30%, increase backstab damage by 150% and increase duration to 25 seconds Adjusted the Bladestorm effect to increase the maximum number of blades to 8, increase the duration to 10 seconds, and increase the damage dealt by the blades to 100%. Adjusted animal companion talents. Adjusted animal companion max level from weapon level to max dungeon level Adjusted Gregarious talent value up to 150% Adjusted Master talent transfer damage value to 40% and reduced auto-summon time to 60 seconds Spirit Ursa talent adjustment. Adjusted Spirit Ursa max level from weapon level to max dungeon pass level Adjusted Savagery talent value up to 260%. Adjusted Roar talent effect, trigger condition changed to Spirit Ursa attack trigger, trigger range increased to 20m, trigger effect changed from boosting attack speed and blast to boosting attack and blast damage, and value increased to 100% Master of Secrets talent adjustment. Adjusted Spell Damage power up to 50%. Adjusted Surging Tide damage increase to 60% and damage reduction to 30% Adjusted Mutation Strike value up to 100%. Adjusted Arcane Torrent effect to increase Arcane Missile damage to 160% and increase built-in trigger frequency by 50%. Adjusted Temple of the Ancients effect to reduce spell damage bonus interval to 1 second and increase spell damage bonus value to 160% Adjusted Avatar of Arcana's damage multiplier up to 280% and duration up to 25 seconds. Arcane Missile trigger frequency increased by 100%, number of triggers increased to 6 Adjusted Elemental Synergy up to 50%. Adjusted Unmake value upwards to 50% Adjusted Elemental Orb damage up to 100% and increased spinning speed of 150% Adjusted Flame Synergy damage factor up to 4x and built-in CD reduced to 2 seconds Adjusted Frost Synergy damage factor up to 4x and built in CD reduced to 2 seconds Adjusted Toxic Synergy damage factor up to 4x and built in CD reduced to 2 seconds Adjusted Lightning Synergy damage factor up to 4x and built in CD reduced to 2 seconds Adjusted Astral Contract effect to increase meteor damage to 3x, reduce built-in trigger CD to 1 second, and increase meteor fall speed by 100% Adjusted Elemental Storm effect to increase spell damage per level to 40% and duration to 10 seconds Adjusted the Charged Demolition effect to increase the speed of energy gathering by 100% and increase the damage value per blast to 3x Adjusted Fire and Ice effect to increase the damage of multiheaded snakes to 180% and increase the number of projectiles fired to 7 Adjusted Orb Blast effect to increase the damage of duplicate elemental orbs to 250% Adjusted the Energized Orb effect to increase the damage per tier to 60% and increase the maximum stacking tier to 6 Adjusted Avatar of Elements effect to increase the number of elemental orbs to 6, increased the damage of triggered meteorites to 4x, increased the duration of the avatar to 25 seconds and increased the rate of meteorite fall by 100%. Druid talent adjustments. Adjusted Nature's Wind damage value up to 200% Adjusted Nature's Fire damage to 200%. Adjusted Nature's Ice damage up to 200%. Adjusted Nature's Wind effect to deal 100% more damage, reduce damage from spells to 40%, and increase duration to 10 seconds Adjusted Sprout value up to 100% Adjusted Advanced Blight default damage up to 500% Adjusted Avatar of Nature duration up to 25 seconds Adjusted Sharp Claws talent up to 65% and max level up to 25 Paladin talents adjusted. Adjusted Divine Hammer up to 50%. Adjusted Hammer of Judgment up to 50%. Adjusted Reflect effect to be triggered for sure and increased to 200% damage Adjusted Conquer effect to lower the trigger interval to 2 seconds, and increased the damage reduction to 80%. Adjusted Holy Scepter effect to increase holy light damage to 250% and reduce damage interval to 1 second and cooldown to 30 seconds Adjusted Thunder Shield effect to reduce damage dealt to 25%, increase damage dealt to 100%, and increase lightning damage to 500% Adjusted Contagion effect to increase the damage dealt to 160% Adjusted the Avatar of Discipline effect to increase the duration of the incarnation to 30 seconds, increase the shield value during the incarnation to 30%, and increase the reduction of the target's abnormal status resistance value to 150% Adjusted Solemn Watch effect to increase overall attack value to 100% and overall defense value to 60% Adjusted Formation aura value to 80% Adjusted Spiked Aura to 100%. Adjusted Bladed Aura effect from increasing bludgeoning to increasing overall bludgeoning damage and increased to 100% Adjusted Vengeance Aura effect from increasing attack speed to increasing overall attack and increased to 100% Berserker and Titan warrior talents adjusted. Adjusted Mighty Blows talent value up to 50% and level up to level 20 Adjusted Warrior talent value to 50% Adjusted Overpower talent value up to 2% Adjusted Bloody talent up to 5%. Adjusted Rage talent up to 50%. Adjusted Incarnate ancestor incarnation effect to 230% damage boost and 25 seconds incarnation duration Adjusted Devour talent effect from increasing attack speed per lacerated target to increasing overall attack, and increased the value to 30% Adjusted Brandish talent effect from increasing attack speed to increasing defence penetration, and increased the value to 2% Adjusted the God Hand talent to increase the overall attack boost to 300% and reduced the cooldown to 80 seconds Adjusted Conviction talent up to 30% Adjusted Reverse Time talent recovery up to 100% Adjusted Warpath talent up to 50% Adjusted Avatar of Judgment effect to lower the trigger interval to 1.5 seconds and increase the damage value to 350% Bomber and Halo Master talents adjusted. Adjusted Torch talent value up to 50% Adjusted Unarmed Mastery talent to increase damage boost to 50% and damage reduction to 25%. Adjusted Empowered Explosion talent up to 200% Adjusted Empowered Bomb talent effect from increasing attack speed and blast to increasing overall attack and overall burst damage, and increased the value to 50% and 25%, and increased the duration to 15 seconds Adjusted Improved Shell talent effect to reduce the delay to 0.5 seconds and reduce the built-in cooldown to 0.5 seconds. Delayed blast damage value increased to 250% Adjusted Avatar of the Bombardier talent duration value up to 30 seconds Adjusted Repay talent effect to increase trigger chance to 50% and increase attack and defence bonuses to 30%, max 5 levels Adjusted the Aura Avatar talent to increase the aura damage per being to 60% and the incarnation duration to 25 seconds Adjustments to the Flintlock talent. Adjusted the value of the Blast talent up to 40% Adjusted Blast talent up to 80% Adjusted Explosive Mastery talent up to 80%. Adjusted Explosive Force talent to 300%. Adjusted Rupture Shot talent up to 25%. Adjusted Enhanced Magazine talent up to 50%. Adjusted Cluster Grenade talent duration up to 20 seconds Adjusted Avatar of the Demolitionist talent effect to increase damage boost to 200% during incarnation and increase incarnation duration to 30 seconds Adjusted Panache talent to increase grenade damage to 150% Adjusted the value of the Harsh Execution talent to 25%. Adjusted Overpower talent up to 125% damage increase Adjusted Avatar of the Sniper duration up to 25 seconds Adjusted Power Shot value to 50%.
Esteemed Warlord, We've made quite large changes to Territory War in the Tyranny season to help you all to better achieve your war goals. We've therefore prepared some information about the new and updated rules.
Influence from main fiefs:
Conqueror's City grants 3,900 Influence.
Conqueror's Gate grants 1,300 Influence.
Region Capitals grant 3,000 Influence.
Requirements for declaring war on Conqueror's City (must fulfill all of them)
Your house or alliance must have at least 6,000 Influence.
Occupy any of the Conqueror's Gates.
Your house or alliance must be occupying at least one fief in the Borderlands (not including Conqueror's City/Conqueror's Gate).
If you are in an alliance, only the main house may declare war on Conqueror's City.
Should an attacker or defender lose their qualification to declare war, their alliance/house members will no longer be able to take part in the battle for Conqueror's City. Warlords that have already started a battle may complete said battle.
Requirements for declaring war on Conqueror's Gate (must fulfill all of them)
Your house or alliance must have at least 6,000 Influence.
Your house or alliance must own at least one fief in the Borderlands (not including Conqueror's City/Conqueror's Gate).
If you are in an alliance, only the main house may declare war on Conqueror's City.
Should an attacker or defender lose their qualification to declare war, their alliance/house members will no longer be able to take part in the battle for Conqueror's Gate. Warlords that have already started a battle may complete said battle.
Requirements for declaring war on Anliang or Augolia (region capitals) (must fulfill all of them)
Your house or alliance must have at least 3,000 Influence in that capital's region. (E.g., declaring war on Anliang requires an Influence of at least 3,000 in Maoyang)
Should an attacker or defender lose their qualification to declare war, their alliance/house members will no longer be able to take part in the battle for that region's capital. Warlords that have already started a battle may complete said battle.
Attack Order
The order determining the ruling house to assault Conqueror's City and Conqueror's Gate follows a strict order. Houses or alliances will be ordered depending on their Total Influence.
Once the Territory War preparation concludes, houses or alliances that declare war against the Conqueror's City / Conqueror's Gate will be ordered from high to low depending on their Total Influence. Following this order ruling house will be determined to contend for Conqueror's City or Conqueror's Gate.
The main house of the alliance with the highest Total Influence will be the ruling house to do the first round of attack.
Should two or more alliances have equal Influence, they will be ordered depending on the time when they declared war.
Once the preparation has ended and the order has been set, the order determining the ruling house to contend for the Conqueror's City / Conqueror's Gate will remain unchanged. This holds true even if there are further fluctuations in Influence while Territory War is in progress.
Should the ruling house fail to successfully occupy Conqueror's City or Conqueror's Gate, they will be placed at the bottom of the attack order.
If a house that meets the requirements declare war against Conqueror's City or Conqueror's Gate while Territory War is in progress, they will be placed at the bottom of the attack order.
Should a house for some reason be removed from the attack order, they will be placed at the bottom should they rejoin.
Should a house withdraw from the battle of Conqueror's City or Conqueror's Gate, they will not be able to declare war against it during this Territory War.
The order determining the ruling house to assault Anliang and Augolia follows a strict order. Houses will be ordered depending on their Influence in the corresponding region.
Once the Territory War preparation concludes, alliances that declare war against Anliang / Augolia will be ordered from high to low depending on their Region Influence. Following this order, ruling house will be determined to contend for the region's capital.
The main house of the alliance with the highest Region Influence will be the ruling house to do the first round of attack.
Should two or more alliances have equal Influence, they will be ordered depending on the time when they declared war.
Once the preparation has ended and the order has been set, the order determining the ruling house to contend for Anliang / Augolia will remain unchanged. This holds true even if there are further fluctuations in Influence while Territory War is in progress.
Should the ruling house fail to successfully occupy the region capital, they will be placed at the bottom of the attack order.
If a house that meets the requirements declares war against a regional capital while Territory War is in progress, they will be placed at the bottom of the attack order.
Should a house for some reason be removed from the attack order, they will be placed at the bottom should they rejoin.
Should a house withdraw from the battle of a region capital, they will not be able to declare war against it during this Territory War.
Defense of Elite Imperial Restorationists
Imperial Restorationists with a position of at least Decanos or Second Lieutenant may protect Conqueror's City, Conqueror's Gate, and region capitals.
Kits are not consumed for Imperial Restorationists when defending Conqueror's City, Conqueror's Gate, or a region capital.
Should the Imperial Restorationists lose Conqueror's City, Conqueror's Gate, or a region capital, they will not be able to reclaim that city during this season.
The highlights of this week's patch is the new Quick Start / Presets Manager, as well as the new Philosopher class which let you play as an Alchemist, Inventor or Polymath.
You can view the Alchemist and the Inventor in action in the video below:
You can read more details in the patch notes below:
Patch Notes - 08/11 # 1.026.2
Bugfixes
Starting Deck wasn't automatically shuffled after receiving the extra cards from the character creation perks.
Invoked cards from disciplines that didn't match their expertise requirement weren't properly limited by their card level.
'Recharge' effect wasn't restoring charges in completely depleted cards.
Peregrinus perk ripple effect wasn't working correctly (this fix will only apply on characters that doesn't already have this perk.)
Fixed various Gnome Perk typos and definition inconsistencies.
Quick Start / New Presets Manager.
Added 12 pregenerated characters to pick and play. The checkbox in the Quick Start can show or hide these characters.
Your presets will appear in this screen too once you load and resave them with the new system.
The amount of presets you can save increased from 8 to 20.
Saving presets works like before, you choose a slot and click on save preset to save it.
You can update presets from the Quick Start, by clicking on their update button. The current character choices will overwrite the preset.
You can hide presets you no longer want by clicking on their hide button. This doesn't remove the preset, it just hides them from the Quick start screen till they get re-saved.
New Content
Added a new Playable Class: Philosopher.
Philosopher has the Inventor, Alchemist & Polymath specializations.
Added new Diplomacy Cards.
Added new Invention Cards.
Added new Alchemy Cards.
Added new Geomancy Cards.
Misc Changes & Additions
Blocked 'H' shortcut from switching the card view if pressed accidentally while interacting with the World map or in the Character Sheet or in the Deckbuilder outside of an input field.
Blocked 'Z' & 'I' shortcuts from switching ally view and intent view if pressed accidentally while interacting with the World map or in the Character Sheet or in the Deckbuilder outside of an input field.
In Deck Validator: Infused cards won't count as Consumables for the purposes of validating if a Deck is legal.
Changed the Starting Location of 'Urban Gnomes' to Xahn.
The choice cards of 'Choose and Play' cards will no longer reduce Concentration, neither their cost will be affected by the fatigue penalty (as their parent card is already affected by fatigue and unless effortless already depletes concentration).
Fixed an issue with PC name not registering properly in certain cases during Character Creation.
Huge congratulations to our Weekly Showdown Grand Final Winner, Pinetree who wins with a great round! This week produced a competitive Grand Final, with less than 1 second separating the top 3! Congratulations to everyone who made it through and did so well :)
Please be advised that we will conduct our scheduled maintenance on November 09, 2021, 06:00 AM - 11:30 AM (UTC).
We advise you to log out before the start of server maintenance to avoid any issues with your account.
Thank you for your relentless support for MU Legend Global, while waiting for the servers to go up, you can join the official Discord channel and discuss with the moderators about the game. (https://discord.gg/6JJU7RA)