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VGN Games

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  1. This is mainly a question to Bash, so the rest may even not answer. So the question is, is the trophy set to player lvl > Monster lvl or player lvl >= Monster lvl. Thanks in advance.
  2. Decathlon

    Korean Sp Balance

    I will update with some changes of SP that was made in Korea. Maybe can be put in the official, maybe no. The update was made about 3 months ago. Warrior: Ranger Red Magician: Blade/Samurai: Assassin: Holy Mage Crusader: Destroyer Blue Magician: Berserker: WildKeeper: Dark Gunner Gladiator: Fire Cannon: Vulcano: Battle Monk: Scout Tide Lord Death Reaper: Demon Hunter: Seer: Renegade: Avenging Angel: ArchMage:
  3. I have not seen any publication about the new class in NosTale Vendetta, do not the administrators plan to integrate it into the game? and if so, when more or less?
  4. tenma1999

    Character naming

    Hi guys, So I want to use a name , but I fear that I'll maybe get banned for it? The name's 'Milf2themax', I don't know if it is allowed or not here.. ( It's kinda soft tho)
  5. I'm writing this as a complaint and a suggestion As a swordie I have a serious issue with hitrate in PVP. ( and occasionally in PVE ) I think it's really unfair and unfun for all swordie SPs except for Warrior and Monk to be playable at an enjoyable level in PVP, I personally find those 2 specialists to be boring to me thus I try to play others for more fun and so on. But it's so annoying and boring to just hear and see the damn ''Miss'' appear 95% of the hits I try to take as any specialist that's not Monk/War. I'm honestly getting very sick of this, cause I'd really like to not be restriced to just 2 SPs in pvp. I think there should be a slight hitrate increase on buffs of the left out Swordie Specialists such as : Ninja(Blade), Death Reaper, Renegade, Berserker. These are needed cause they're practically unplayable in PVP in my opinion. Arguments to expected obvious replies in advance: ''Swordie would just be broken if it got a hitrate buff, cause it has tankiness to make up for this'' Just, No. Certain Mage SPs just make the class tankier than a warrior and they still dish out crazy amounts of damage. What's the purpose of being tanky without being able to do anything with the tankiness due to the hitrate issues these specialists have. Look at monk, it seems to be doing well and not too many people complain about it, but warrior does need a nerf in my opinion. ''The new CLvl45 Equipment has an increase in hitrate for swordie, that should be enough'' It really is not, because archers/mages get their counterparts of CLvl45 equipment as well which gives them enough dodge and defence to completely nullify the slight increase on CLvl45 sword and bring us back to the same issue. ''Warrior is broken bla bla bla'' Yes, I'm aware of that. Warrior does indeed need a nerf, but I'm talking about the specialists that are borderline unplayable in PVP due to their weak base hitrate, I'm not saying buff swordie base hitrate, I'm saying buff swordie specialist's hitrate. Maybe apply a hitrate increase on a buff the specialist has or something ? Phew, now that's a mouthful of ''hitrate''. I'm looking for constructive criticism and arguments for this. Thanks in advance for reading and understanding.
  6. tenma1999

    Nostale patcher not patching?

    Hello folks, I've been trying to download the game 5 times already , but it does not work. I disabled my antivirus and window defender , but the patcher won't patch! I start patcher at admin rights, but it does nothing.. I try clicking play, the patcher closes, if not clicking anything it says 'Version check Error' and when I click Verify it says 'The repair process failed' . What Do I do now?
  7. This explanation works only for NORMAL Lv. and maybe Hero lv. I can't be sure that this system works for Job lv. too(I thought not) With this I wanted broadly to give an explanation and eliminate some legends in our lives on the operations of the experience. The operation of the experience obtained depends on the difference in level between you and the monster. More higher is the difference, less exp do you get(but not if you are low level than the monster). This is how works: /!\ In some maps like nosville, this difference can change! 1)If the difference from you and the mob is <=5 lv. of difference, you get 100% EXP from the mob. 2) If the lv.difference is 6 you get the 50% EXP from the mob. 3) If the lv.difference is 7 you get 45% EXP from the mob. 4) If the lv.difference is 8 you get 35% EXP from the mob 5) If the lv.difference is 9 you get 25% EXP from the mob 6) If the lv.difference is 10 you get 15% EXP from the mob 7) If the lv.difference is 11 you get 5% EXP from the mob. After this lv. you get always the 5% This difference in anycase depends from the maps! In fact in nosville until you are <=10 lv. of difference you get the 100% in anycase, if you are over than this, the EXP that you get starting to downgrade with the same scheme. Now one question: -If i have the pets and partners with me, they take part of my EXP? It will seem strange to you, but the partners and the pet instead of reducing the experience obtained, instead give you more experience. So bringing the partners reduces the time needed to level up. The percentages of increase at the moment I do not know yet. -Decathlon and in group how the EXP is divided? Let's Start to say that if you are in a group, and the players are in the same maps, you get a bonus exp. In a group of 2 people you get +15% EXP from the mobs, if you are in a group of 3 players, you get a +30% EXP from the mobs. But if you are in a group of 3 but in the maps there are only 2 players, the game considers you like in a group of 2 players. The only buff that works in different maps is the Marriage's buff. After this, the game divided the EXP in this way: ExpPG = [(ExpMob + BonusGroup) - % of Difference lv.] * (LivPG / LivGroup) The experience gained is weighted based on the total level of the characters in the group. So if you are an higher lv. you get the most of the experience, if you are the lower lv. you get the lowest part of the experience. So to progress slowly level(but improve in anycase your job lv.), If You are lv.15 and you group 2 players lv.98(or maybe 99, i can't be sure that they get exp, maybe they are blocked to get exp) that must to be in your map. With this system you get only the 15/211 of the total EXP, that represent the 0.07109004739% of the Mob's exp. I'll Make an Example: Lv.15 with 2 Lv.99. The Lv.15 kills 1 plant of pii lv.8.(*20 is the Exp improved of Nostale vgn) low Pii give Lv.Mob*120*20 EXP=8*120*20 [(19200 + 30%) - 55%] * (15/213) [24960 - 55%] * (0.07042253521) 11232 * 0.07042253521 = 790.985915493 = 790 EXP. The 2 lv. 99 get: [24960 - 95%] * 0.46478873239 = 580.056338028 = 580 EXP for each one. Now im going to write the EXP of each mob(not for all mobs) when you kill they alone in the right range: /!\ All Exp must to be improved *20 here. Act 1: Chicken lv.1 = 120 Small Dander lv.1 = 120 Dander lv. 2 = 240 Small Seedle lv. 3 = 360 Big Sander lv. 4 = 480 Seedle lv. 5 = 600 Big Seedle lv.6 = 720 Happy sheep lv. 7 = 840 Small Plant of pii and small pii lv. 8 = 960 Happy hamster lv. 9 = 1080 Pii and Plant of Pii lv.10 = 1200 Sheep lv.11 = 1320 Hamster lv.12 = 1440 Big Plant of Pii and Big Pii lv. 13 = 1560 Poisoned Small Dander lv.14 = 1680 Small Fire Seedle lv.15 = 1800 Happy Miner lv. 18 = 1080 Small Expy Miner lv. 19 = 1330 -------------------------------------------- Lod: Lod Skeleton lv. 75 = 45.250 ------------------------------------------------- Act 5.2 Magmaro lv.88 = 71.000 Giant of Fire lv. 95 = 107.000 ----------------------------------------------- Act 6. Lancer lv.93 = 12.510 EXP points Guardian = 12.160 EXP points Mysticaron = 16.440 Exp Points Act 6.2 Swordman lv. 96 = 36.720 Exp points Every type of mobs have differents basic exp that give in based on his lv.(this for the first mobs! The new mobs like Magmaro,Lod skeleton etc... Are totally random) The mobs like the Dander(so Chicken and the others before the underline) have a base exp of 120. So lv.mob*120. The Miner's mobs have 3 different base exp. Happy miner exp*60. Small Expy Miner exp*70. The third one i don't remember(some information are now lost) For the Skeleton of the LoD and for all the mobs of the LoD, the EXP before and after the Horn is different! Skeleton Before Horn: 45.250 EXPSkeleton After Horn: 135.750 EXP135.750/45.250=33=200% After the first encounter with the Horn the EXP in the LoD is improved by 200%. The last question is: If im afk in a group and the others do damage and kills the mobs, i get the same EXP or i lose a part of the EXP? It will seem strange to you, but outside the land of the dead, it is indifferent if you participate or not to produce damage in your group, you will always get the same experience. So there isn't a difference if you are afk or no, different is for the LoD system. I don't know how many you lost in the LoD of Death(information again are lost), but you lose a part of EXP if you don't do damage. Now im going to put some range(or perfect number where i know) of necessary experience for each lv.(everytime you get a new lv. the points return to 0) Lv. 1->2: 200 EXPLv. 2->3: 560 EXPLv. 3->4: 1200 EXPLv. 4->5: 2200 EXPLv.5->6: 3640 EXPLv.6->7: 8400 EXP Lv7->8: 12.250 EXP Lv8->9: 17.100 EXP Lv. 9->10: 23.100 EXPLv. 10->11: 30.360 EXPLv. 11->12: 39.000 EXPLv. 20->21: Range 321.465,798045602<>323.573,770491803Lv. 30->31: Range 1.175.186,45731<>1.175.844,47746409Lv. 45->46: Range 6.904.441,71<>6.905.479,82Lv. 46->47: Range 7.741.716,42790199<>7.743.790,00937458Lv. 49->50: Range 10.479.151,1137868<>10.481.284,6246487Lv. 50->51: +- 11.469.053,48Lv. 51->52: Range 12.495.899,77<>12.496.260,25Lv. 54->55: Range 15.819.059,75<>15.821.073,51Lv. 56->57: +- 18.248.488,39Lv. 59->60: Range 22.215.099,52<>22.216.909,00Lv. 60->61: +- 27.424.602,36Lv. 64->65: +- 41.966.666,67Lv. 60->61: Range 27.418.463,9927073<>27.443.480,8394160Lv. 72->73: Range 104.161.369,179<>104.184.543,311726Lv. 74->75: Range 119.678.781,985670<>119.760.501,877773Lv. 79->80: Range 162.314.990 EXPLv. 80->81: Range 195.005.995,851<>195.167.960,963Lv. 85->86 Range 487.164.569,12<> 487.289.547,204Lv. 87->88: Range 686.785.050,666666<>687.151.531,483457Lv. 88->89: Range 789.011.513,388<>790.852.847,141Lv. 89->90: 895.204.000 EXPLv. 91->92: Range 1.082.516.509,2402<>,3448Lv. 93->94: Range 1.339.827.989,7260<>1.340.746.309,1158Lv. 94->95: Range 1.457.350.458,98<>1.457.627.288,28Lv. 96->97: Range 1.691.096.732,28<>1.704.518.134,92Lv. 97->98: Range 1.843.607.850,91<>1.843.986.531,79Lv. 98->99: Range 1.989.357.678,3555<>1.994.180.363,6363 HERO EXPERIENCE: Act 6 Lancer lv.93 = 375 Hero Exp Guardian = 364 Hero Exp Mysticaron = 493 Hero Exp Bacoom lv.97 = 1.055 Hero Exp Act 6.2 Swordman lv. 96 = 1.101 Hero Exp Experience necessary for each lv. Lv.1->2: 949.550 Hero EXP Points. Lv.12->13: 2.839.100 Hero EXP Points. Now im going to write the HP of a good part of mobs: Mob - Act 1 Lv. HP Chicken 1 156 Small Dander 1 156 Flying Eye 1 56 Hopping Chick 1 156 Grim Chick 1 156 Dander 2 175 Weak Seedle 3 195 Strong Dander 4 216 Seedle 5 238 Weak Vampy 6 261 Strong Seedle 6 261 Happy Sheep 7 285 Soft Pod 8 310 Happy Hamster 9 336 Brutal Vampy 10 363 Pod Peas 10 363 Sheep 11 391 Hamster 12 420 Vampy 13 546 Hard Pod 13 450 Weak Toxi Dander 14 481 Light Fire Seedle 15 513 Angry Hamster 15 513 Disabled Pedestrian 16 841 Tired Pedestrian 16 546 Little Foxy 16 546 Happy Mandra 17 580 Little Elf 18 615 Miner 18 846 Hypotetical Dander 18 615 Toxi Dander 18 615 Pedestrian 19 651 Fire Seedle 19 651 Weak Expy Miner 19 931 Chicken(Chicken's Seal) 20 688 Angry Chicken 20 988 Weak Fire Vampy 20 688 Mandra 20 688 Little Steel Hamster 21 726 Angry Sheep 21 726 Strong Vampy 21 726 Strong Toxi Dander 21 726 Boing 22 765 Heavy Seedle 22 765 Fox 22 765 Miner 22 1.113 Little Red Jelly 23 805 Expy Miner 23 1.210 Fire Vampy 24 846 Tired Aries 24 846 Tired Miner Boss 24 1.260 Strong Fox 25 888 Angry Mandra 26 930 Weak Toxi Hamster 27 975 Little Wild Bacon 27 975 Little Mouflon 28 1.020 Dusi-Fox 29 1.066 Wild Bacon 29 1.066 Mouflon 30 1.113 Toxi Hamster 30 1.113 Nervous Dusi-Fox 31 1.161 Weak Grassy Mandra 31 1.161 Pious of Wild Peas 32 1.210 Large Mouflon 32 1.210 Expy Strong Miner 32 1.938 Leader Miner 33 2.065 Invisible Jelly 34 2.311 Weak Dark Jelly 34 2.311 Weak Red Jelly 34 2.311 Weak Pink Jelly 34 4.311 Strong Leader Miner 34 2.130 Sword Koaren 34 2.130 Fire Slade 35 7.005 Strong Fire Vampy 35 1.363 Aries 35 1.363 Archer Koaren 35 2.263 Butterfly of Flames 35 1.363 Aquatic Grasshopper 35 1.363 Dark Scorpion 35 1.363 Weak Midge 35 1.363 Grassy Mandra 36 1.416 Enchanted Sword 36 1.416 Koaren Lancer 36 2.631 Enchanted Arch 37 1.764 Nervous Aries 37 1.764 Star of the Haunted Morning 38 1.830 Ginseng Seedling 38 4.330 Strong Grassy Mandra 38 1.830 Koaren Elitè Sword 38 3.079 Koaren Elitè Archer 39 3.223 Koaren Elitè Lancer 40 3.612 Obscure Garg 40 6.965 Boing Morning Star 40 2.215 Light Animated Tree 40 2.465 Apprentice Kenko Sword 41 3.494 Weak Pink Jelly 41 2.035 Mole 41 2.035 Dark Animated Tree 41 2.535 Cold Animated Tree 42 2.606 Apprentice Kenko Lancer 42 3.585 Weak Evil Vampy 42 2.106 Hot Animated Tree 43 2.678 Apprentice Kenko Predator 43 3.774 Steel Hamster 43 2.178 Rumbler 43 2.178 Tired Red Jelly 43 2.178 Angry Morning Mimic Star 44 2.251 Boing Morning Star 44 2.601 Kenko Sword 44 3.870 Brutal Seedle 45 2.325 Crazy Dander 45 2.325 Lancer Kenko 45 4.065 Elf 45 2.325 Oto-Fox 45 2.325 King Rumbler 45 3.125 Kenko Predator 46 4.165 Evil Vampy 46 2.401 Giant Mandra 46 6.401 Big Steel Hamster 47 2.478 Stone Tired Pawn 47 2.478 Strong Evil Vampy 47 2.478 Brutal Chicken 48 2.556 Happy Horn Elf 48 2.556 Elitè Kenko Sword 48 4.471 Nervous Spiny Pawn 49 2.635 Elitè Kenko Lancer 49 4.681 Angry Oto-Fox 49 2.635 Strong Elf 50 2.715 Flame 50 2.715 Elitè Kenko Predator 50 4.788 Nervous Red Jelly 51 2.797 Angry Flame 51 2.797 Horn Elf 52 3.600 Warepard 53 6.703 Small Imp 53 3.705 Dark Jelly 53 3.705 Angry Horn Elf 54 3.811 Imp 54 3.811 Stone Pawn 54 3.811 Garg 54 3.811 Nervous Stone Pawn 55 3.919 Strong Garg 56 4.029 Strong Imp 56 4.029 Crazy Garg 57 4.140 Mob - Act 2 Lv HP Mountain Turtle 58 4.252 Mob - Act 5.2 Lv. HP Dog 88 188.175 Magmaro 89 199.825 Valaket 90 248.166 Ghost 92 233.624 Creature 92 258.530 Chain 93 276.305 Priest 93 224.898 Phoenix 94 334.503 Giant of Flame 95 381.209 Mob - Act 6.1 Lv. HP Lancer 93 60.895 Bacoom 94 181.704 Rement 95 111.665 Tallion 96 132.053 Ismatte 97 122.445 Mob - Act 6.1 Lv. HP Guardian 88 69.260 Knight 90 90.145 Mysticaron 92 131.540 Rozhanik 95 172.887 Ester 96 143.927 Zelot 96 193.927 Lazekiel 97 124.303 Mob - Act 6.2 Lv. HP Archer 95 122.094 Sword 96 132.491 Magician 97 117.890 HP Mobs in Cuby Raid: Mobs Lv. HP Cuby(MiniBoss) 1 106.579 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 Angry Chicken 20 5.928 Angry Sheep 21 4.356 22 Small Red Jelly 23 805 24 25 26 Weak Wild Plant Of Pii 27 5.850 28 Wild Pii 29 1.066 Dusi-Fox 29 6.396 Toxi Hamster 30 6.678 31 Big Muflon 32 7.260 33 34 35 36 Nervous Aries 37 10.584 38 39 Mother Cuby(BOSS) 40 1.000.000 Obscure Garg 40 41.790 Pink Jelly 41 12.210 42 Steel Hamster 43 13.068 44 Gold Fox 45 13.951 46 Strong Seel Hamster 47 14.868 48 49 50 51 52 53 Angry Hive 56 24.174 I've Tested with 2-5-7-10-12-15 Players, the HP of the Mobs don't change. It's Just a legend that they improve with the numbers of players, the improve of Mobs's HP in Cuby Raid is *6 from outside. But this is only for the mobs that are already in the Raid when you join. For the mobs evocated by levers or that spawn after, they doesn't get any bonus, the number of HP is equal to the number of HP outside of the Raid.
  8. Elternera

    SP8 archmage problem

    Hello again, I have a problem and is that I'm stuck with one material, as you may have seen on the tags it's a problem with the dowsing rod, I'm trying to get 15 hard shells but everytime I use them it doesn't work. I search for a place where I get the "->" but I follow it until it becomes a "?" again and I get stuck, I have searched on the internet about this bug and I have changed the region from my country to United Kingdom as they told me to do, but it didn't change a thing. I need this SP for LOD and ACT6 so I can level up get more money and change my equipment, please help.
  9. Elternera

    What about LOD

    Hello, I don't know if someone made another topic about this, I just signed in and created this. I just wanted to know about LOD times in every channel, so I can go with my family, we are always wondering when LOD starts, I hope you could help me.
  10. Decathlon

    Shell Option

    I thought of this suggestion to create both new effects (since the Shell go back to Act 4), and to entice players to create more than one type of equipment and to update the shell(because many Debuff of the new Sps aren't blocked by Shell, except from Global Debuff). I don't know if this suggestion is possible. /!\ if there are some difference by translation, it's normal, i don't know all the correct translation of the effects Weapon Shell: Improve Fire/Water/Light/Dark Element. They work like "Improve Damage" of the Shell, but only for one element, i think it's better delete this 4 effect and make the effect "Improve Global Element" an C-B-A effect(because it works like Improve Damage) The New S effect is: "Improve Elemental Damage by x%". This effect should works like Debuff Seer: Et = (E + Eeff + Eskill + Br1 + Br2 + Br3 + Br4 + Br5) * (1 + Debuff Seer1) * (1 + Debuff Seer2) * (1 + New S effect) So if we have a 5000 elemental damage and S effect 20% it become: 5000+20%=6000. I think a good % for this effect would be 16-20% like S % Damage(for hero equipments). This would be a good effect for FC. So now we have 2 effects for 2 different situation: 1) % Damage to PvP 1v1(Arena) and Pve too. 2) Improve Elemental Damage by x% to FC and Pve too. And Old and Usless effect: S-Damage to Large Monster->This will be deleted for a new S effect. New S effect: "Reduce Enemy's Defence from Debuff by x%" This effect should work in this way:(the number are just example) If the enemy have 30% Global Debuff Defence+Mask 10% and we have 20% Reduce Defence from Debuff: 1) 30+10%-20%=(30+10%)-20%=33-20%=26% Defence from Debuff 2) 30%+10%-20%=40%-20%=20% 3) 30%+10%-20%=40%-20%=32% I make 3 example, because im not sure at 100% how works this system, i think it should be work like the 3rd example. So now we have 4 Usefull S effect: % Damage->Good against monster and 1v1 % Element->Good against monster and many players at the same time Overall SL->Good in everyplace Reduce Defence From Debuff-> Good against 1v1 or maybe many players that have big defence from debuffs.(if you think there are a better S effect, explain it. Im not perfect) Now if you remember i deleted The Improve Fire/Water/Light/Dark Element. So we have others 3 C-B-A effects that we can use: 1) C-B-A effect: Improve Hit-Rate and Concentration of Weapons(i don't know if is possible that this effect works for magician and sword and archers at the same time or make some bugs, in case of bug, is possible to make 2 separate effects) 2) New B-A effect: Reduce Enemy's Critic Defence The second effect works on the opponents. If the emeny have 140% of defence from Critic Damage this reduce this %. Ex.140-20=120%. Atm i don't have a 3rd effect, if someone know a good 3rd effect please explain it. This effects: Damage to Plants Damage to enemy Damage to undead Damage to animal Damage to devil(wrong translation of Damage to low-society of monster) Are cancelled and we make a new C-B-A or C-B or B-A effect: "Damage to all monsters by x%". This can help the poor players and not so powerfull players to do more damage and be more indipendent. and with S effect "Damage %" or "Elemental %" the biggest players do a lot of damage. Armor Shell: Here not to create a huge number of effects, I tried as far as possible (even with criterion where I managed) to merge some defenses or reductions between them. Let's start with Merge. Improve Defence from Stun Debuff and Various Stun Debuff->Merged Improve Defence from Paralysis and Cramps Debuff->Merged Melee/Ranged/Magic Defense->Merged(they work like Improve Damage or Improve Elemental Damage, i don't know why this are separated if in the weapons are not separate the difference type of attacks) Improve Defence From Blinded Debuff->Merged with new Effect: Improve defence From Debuff that reduce your rek of items.(ok not the best merged, but i don't know other way, if you have a better ideas, explain it.) Now we have other 5 new effects that we can use: 1)Improve Defence From Burn's Debuff 2)Improve Defence From cruses's debuff 3)Improve Defence From Forced Movment(All extra effects that put you far from your opponent) 4)C effect: Improve Critical Resistances(to counter the new effects and a little bit the "Improve Critic Damage") 5) Improve Dodge(To counter the effect "Improve Hit-Rate" At this moment, the new SP have some debuffs that can't be counter from specific shell, now they are.(but if there are some debuffs of the old SP that aren't counter, obv they are). I hope I have not forgotten anyone, in case write here. Posseduto - NosTale Wiki (group cruses) Pozione del Diavolo - NosTale Wiki (group cruses) Requiem - NosTale Wiki (group cruses) Colata di lava - NosTale Wiki (group burns) Gas vulcanico velenoso - NosTale Wiki (group poisoning ) Colata di lava imponente - NosTale Wiki (group burns) Palude di lava - NosTale Wiki (group burns) Colata di lava ardente - NosTale Wiki (group burns) Prima onda shock - NosTale Wiki (group shock) Shock Esplosivo - NosTale Wiki (group shock) Capitombolo - NosTale Wiki cramps and paralysis Scottatura - NosTale Wiki (group burns) Esplosione dell'onda shock grandiosa - NosTale Wiki (group shock) Esplosione dell'onda - NosTale Wiki (group shock) Bruciatura Infernale - NosTale Wiki (group burns) Knock Down - NosTale Wiki (stun group) Sospiro del perdente - NosTale Wiki (group shock) Piccola Cascata - NosTale Wiki cramps and paralysis Piccolo elettroshock - NosTale Wiki (gruppo shock) Elettroshock - NosTale Wiki (gruppo shock) Il Canto delle sirene - NosTale Wiki (group cruses) Cascata Grande - NosTale Wiki cramps and paralysis Pressione dell'acqua - NosTale Wiki (stun group) Grosso elettroshock - NosTale Wiki (gruppo shock) Debuff Tide lord that take 100% MP(idk name)(groupshock) Veleno Mandra leggero - NosTale Wiki (group poisoning ) Veleno Mandra - NosTale Wiki (group poisoning ) Nuvola_di_vapore (blinded) Nel mirino del tiratore - NosTale Wiki (weakening armor) Veleno Mandra forte - NosTale Wiki (group poisoning ) Veleno_Mandra_Letale (group poisoning ) Narcosi Mandra - NosTale Wiki ((stun group) Mancanza di energia - NosTale Wiki (stun group) Ferita interna grado 1 - NosTale Wiki (group low bleeding) Ferita interna grado 2( bleeding and low bleeding) Ferita interna grado 3 - NosTale Wiki (bleeding and low bleding) obv the bleedings join in "defence from all bleeding too" Forte trauma - NosTale Wiki (shock) Grossa mancanza di energia - NosTale Wiki (weakening armor) Trauma - NosTale Wiki (shock) Trauma critico - NosTale Wiki (shock) Un trauma inchiodante - NosTale Wiki (shock) Mancanza di energia critica - NosTale Wiki (weakening armor) Pandemonio - NosTale Wiki (group cruses) Energia oscura debole - NosTale Wiki (group cruses) Energia oscura - NosTale Wiki (group cruses) Mani della maledizione - NosTale Wiki (group cruses) Illusione - NosTale Wiki (group cruses) Revoca del tempo potente - NosTale Wiki (group cruses) Trasformatore di lame - NosTale Wiki (debuff item rek+blinded) Ferita da sparo - NosTale Wiki (bleeding or low bleeding+ obv all bleeding) Posseduto Potente - NosTale Wiki (group cruses) Disperazione - NosTale Wiki (shock or weakening armor) Ferita in un punto sensibile - NosTale Wiki (bleeding and low bleeding+all bleeding) Interruzione movimento leggero - NosTale Wiki (paralysis+cramps or reduce forced movement) Segno di morte - NosTale Wiki (group cruses) Arma di Difesa della Rottura - NosTale Wiki (weakening armor) Sentenza della dannazione - NosTale Wiki (cruses or stun group) Sentenza - NosTale Wiki (weakening armor) Santuario - NosTale Wiki (debuff rek item+blinded) Lesione della Vista - NosTale Wiki (blinded) Pestilenza (group cruses) Impossibilitato a muoversi - NosTale Wiki (cramps and paralysis) Scossa elettrica - NosTale Wiki (shock) Recisione in corsa - NosTale Wiki (cramps and paralysis) Luce Magica - NosTale Wiki (cruses) Orrore Lieve - NosTale Wiki ( shock or weakening armor) Polvere di luce - NosTale Wiki (blinded) Orrore - NosTale Wiki ( shock or weakening armor) Sorry if the name are from Wiki italian, but i don't know all the correct name and would be a lot of work to resarch all. I hope that the idea is clear. With this system, maybe the players can create different armor for different SP. So a "Counter Sp Armor". I didn't change the S effect of the Armor, because more or less they are all good(except maybe % Rek Hp from Damage). If you have an idea to change Rek Hp From Damage explain it. Now there are some extras(but it's like a new suggestion, the main suggestion is the change of some effects) to make a little bit more usefull the Half Shell and the other Shell that are not PvP or Perfect. And i try to give more importance the low rarity from r1 to r6. Legend: C letter = Special effect from Special Shell B letter = Pve Effect s = pvp effect Idea: Half Shell r1:C->C r2:CC->CB R3:CB->CCB R4:CBB->CCBA R5:CBA->CCBBA R6:CBAA->CCBBAA R7:CCBBAA->CBAAS Complete Shell: R1:C R2:CC->CB r3:CB->CBB R4:CBB->CBBA R5:CBA->CBBAA R6:CBAA->CBAAS R7:CBAAS->CBAASs Special Shell: R1:CC R2:CCC->CBC R3:CBB->CCBB R4:CBBB->CBBBA R5:CBAA->CCCBBBA R6:CBAAA->CCBBBAAS R7:CBAASA->CCBBBAASs Pvp Shell: R1:Cc R2:CCc->CBc R3:CB--b->CBc--b R4:CBBb--b->CBBcb--b R5:CBAa--b->CBASa--b R6:CBAAaa--b->CBASsa--b R7:CBAASssaa--b Perfect Shell: R1:C--Cc R2:CC--Cc->CCB--Cc R3:CCB--Bb->CCB--Bbc R4:CCBB--Bbb->CCBBA--Bbb R5:CCBBA-Aab->CCBBAS--Aab R6:CCBBAA--Aaab->CBBAASs--Aab r7:CCBBAAS--Assa->CCBBAASs--Asa I hope that you like this suggestion and if you have better ideas or you are not agree, explain it ^^
  11. Alkarin

    DPS Meter

    Basically implement a way dps meter bar on each raid to have an exact knowledge of the dps of each member. If this cannot be possiblex other option would be a summary text box at the end of.each raid with the stats of each member :damage deal, damage taken, kills, death, health done or whatever stat u consider usefull
  12. Decathlon

    New inventory slot

    I suggest to make a personal slot for the item like carpet, Marco Pollo etc... We have a personal space for costumes and special cards, but there isn't for this type of equipments. For the players that collect their, can be a problem in Main inventory
  13. Cerridwen

    Launcher error after update

    Hi there, well im having trouble since the last maintence. My launcher stopped working, and it shows an error called AppHanbB1. It happened once and i got help by DrDieLess with an alternate download. But it happened again. What should i do to solve it? Please any help?
  14. Limper545

    Stuck on installing

    Hello, i wanted to install NosTale, but it's stuck on installing/patching. Stuck on 9,27 KB / 144,86 MB. Is there a solution for this problem?
  15. Good I come to leave some files so that you can leave your game in Spanish (Completely) All objects, missions, monsters will go from English to Spanish. (Objects, monsters and other things exclusive to the VGN server will also be translated) You just have to put the files in the NotaleData folder. Vendetta Gaming Network \ NosTale Vendetta \ NostaleData I will leave here the download link:!eAskHTzS!6HDtIUTUPCwLTLuDDDrBuQ Once that is done, and you want to return to the original language, just open the luncher and click on Verify Remember that the official language will still be in English. The Server Language will remain English. Later I will try to leave for the other languages.
  16. Maluzinha

    Launcher error after update

    Hi there, since the last update (Patch V21) my launcher shows the error called AppHangB1, again. It happened before, after the release of update Patch V20 and i've got helped here in forum and downloaded a link of nostale given by DrLieLess in help section. What should i do to fix this one now? Please, any help?
  17. I try to see some tutorials or guides, but i dont see an explain how the "stones recovery's works" Sitting Recovery = (Recovery from Sitting Base + Jewelery Recovery) * (1 +% Sitting Recovery) Recovery from raised = (Recovery Sitting / 5 * 2) + (Recovery Sitting * % Recovery Raised) /!\ / 5 * 2 after lv.xx(dont know which lv.) become lower than / 5 * 2(about / 10 * 2,2) if you dont buy the ability Natural Healing, so it's important buy this normal skill if you have a good recover equipment! Recovery from sitting Base = Recovery with the basic empty character (considering also the skills of malcom etc ...) Jewelry Recovery = The recovery of the jewelry you have in total (between all 3) Seated Recovery = Rune recovery from sitting Sitting Recovery = the one previously calculated (which will be calculated twice !!!) % Raised Recovery = Rune retrieval Magician Sitting Recovery with all abilities: 80 Archery Sitting Recovery with all abilities: xxx Sword Sitting Recovery with all abilities: xxx Bonus Recuper Skills: Advanced Recovery Hp: Increase Recovery Hp 100 (Acquisition from Doggo, only for Arc and Sword) Advanced Recovery Meditation: Increases the Recovery MP of 120 (Acquisition from Dogg, only for Magician and Arc)
  18. Pandemonia

    [Guide] Raid-Timespace's

    Hey there guys ! My name is Pandemonia and this is my first guide on this forum so please be patient with me and if you see any mistakes give me a little hint so I can correct them to perfect this guide ! Soo what is this guide here about ? - Raid-Timespace's What is a Raid-Timespace ? Well thats simple ! A Raid-Timespace is a useable item in your MAIN-inventory that you'll receive through killing monsters and if you're lucky you will dropp one of those mysterious stones with a "R" on it. So once you got a Timespacestone you can enter one of the five different timespaces through looking out for a Magical field with a "dowsing rod" on the fitting map and once you sucessfull finished them, congratulations you finished your Raid-Seal ! Cuby Mother: - Simple one parted timespace, not even a Sp required for. requirements: Lvl. 30 to 39 Map: Sunny Meadows Items: 1 x Timespacestone - Raid, 30 Small beans, 2 Newmoon crystals and 2 seed of power With bug 3 dowsing rods and if your not using the bug just organize the map into 9 x 3 grid's requirements to enter: 10 seed of power Timespace: Xynsenload: 3 parted timespace, I would like to advise you to take some light resistances and potions with you. requirements: Lvl. 40 to 49 Map: Fernon Outpost Items: 1 x Timespacestone - Raid, 40 Shining pieces, 2 Halfmoon crystals and 4 seed of power With bug 3 dowsing rods and if your not using the bug just organize the map into 9 x 3 grid's requirements to enter: 15 seed of power Timespace-Part 1: Timespace-Part 2: Timespace-Part 3: Dark Castra: - Simple one parted timespace with many countdown rooms, perhaps you take some snacks with you (mostly 30 second cooldown waves) requirements: Lvl. 50 to 59 Map: Fernon temple U2 Items: 1 x Timespacestone - Raid, 30 darkness pieces, 3 Halfmoon crystals and 6 seed of power With bug 3 dowsing rods and if your not using the bug just organize the map into 9 x 3 grid's requirements to enter: 30 seed of power Timespace: Jack Spider: - 2 parted timespace with lots of protect the NPC rooms and also lots of countdown rooms again requirements: Lvl. 60 to 69 Map: Mountain Cave 5 Items: 1 x Timespacestone - Raid, 30 Spider weeb's, 4 Halfmoon crystals, 3 eyes of the spider king and 8 seed of power With bug 3 dowsing rods and if your not using the bug just organize the map into 9 x 3 grid's requirements to enter: 35 seed of power Timespace-Part 1: Timespace Part 2: Sladheim: Hard one parted timespace, I would like to advise you to take a specialist with lot of crits and take many potions with you. requirements: Lvl. 70 to 79 Map: Eastern Krem Items: 1 x Timespacestone - Raid, 40 Spider pearl of darkness, 5 Halfmoon crystals, 30 slad claws and 10 seed of power. With bug 3 dowsing rods and if your not using the bug just organize the map into 9 x 3 grid's requirements to enter: 40 seed of power Timespace : Meaning of Colour's (Cuby Mother to Jack Spider): light green --> Levers red --> Countdown-Rooms pink --> NPC's yellow --> K.o. Room light blue --> Gain bonus time dark green --> Monsterhunt Meaning of Colour's (Sladheim): yellow --> K.o. Room (kill all slades) light green --> Levers blue --> Gain bonus time dark green --> Monsterhunt Well thats my guide of the Raid-Timespaces so far, enjoy using it ! Greetings, Pandemonia
  19. Alpargata

    I can't log in.

    Glacernoon channel is down, and I can't log in because my character is in it.
  20. The quest for the 5th specialist card allows to obtain: Swordman: Gladiator Archer: Cannon Shooter Mage: Volcano Requirements for the Hero of the Fire quest: Level 75+ Place: Desert Eagle City Difficulty: Medium To obtain the Specialist Card, it is necessary to partecipate to the Lord Draco Raid and obtain the Raid Box, but for gain the access, the Heroes of Fire's Amulet is required and it is obtaniable by a quest. Hero of the Fire Talk to Kan the Mage Talk to Riana(In the Treasure Hunters Camp) Collect 3x Horn of the Basilisk ( Kill Basilisk of the Desert, Quicksands Basilisk,or the Basilisk Spirit of the Sand in Lost Desert or N Desert) Talk to Riana - Reward : Roberto's Elm Talk to Kan the Mage with 1x Roberto's Elm Talk to Nephi(Akamur District) Collect 3x Mysterious Sand (Hunt Sand of the Desert Midget , Dusty sand Midget or Quicksands Midget in Square of the Temple) Talk to Nephi - Reward: 1x Irene's Glasses Talk to Ken the Mage with 1x Irene's Glasses Talk to Noah(Akamur Camp) Hunt 1x Neil Commander, 1x Melky Commander, 1x Kerus Commander and 1x Garton Commander ( In Melky,Kerus and Garton Camps) Talk to Noah - Reward: 1x Harald's glove Talk to Kan the Mage with 1x Harald's glove - Reward: 1x Time Space Stone Complete the Time Space Stone Map S: Start Yellow1: Clear all Yellow&Purple: Clear all and protect NPC Yellow2:Clear all Yellow3:Clear all Yellow&Purple2:Clear all and protect NPC Yellow4: Clear all E: Kill the objective - Exit After completing the TS: Talk to Kan the Mage - Reward : Heores of the fire's Amulet
  21. Dhui

    Buff NPC

    Hello. Since lately we have super high server activity, I suggest creating Buff NPC in some maps, where people usually farm In my opinion that would make at least some spots on the server, as many characters are used just for buff. The idea is not to be on all maps, and not on raid maps (Not Hell/Heaven Gate 4), But maybe in maps like Eastern/Western Path, Hell's ruins 2, Hells ruins 1. Which buffs? I suggest the most common buffs needed for PVE, Holy buff, Ice mage buff, Red Mage buff, WK buff, Crusader buff, and Morale. (Arena rule for no buffs remains, so you can't get buffs there)
  22. strawdaifuku


    is there gonna be any updates in nostale like wrestler or yertirand ?
  23. DrDieLess

    [ALL GAMES] Using AMD Software

    Just a heads up that some of the newer versions of AMD Drivers/Software may cause problems when using DirectX 9 games. Since all games here use DX9, just something to keep in mind if you come across some weird problems. If you notice a graphic problem, please try to downgrade to an older version and see if that fixes it. Here is the link to download previous AMD graphics drivers
  24. i know its a stupid question.but where is it?
  25. Hey, I'm here making this guide as a request from the community. For each class's SP7 talk to Lilith in Port Alveus Square. For SP8 instead, talk to Sarakael in Port Alveus Square. Swordman Death Reaper (SP7) : Yak's Horseshoe x80 : Yak Warrior > Fir forest limit Mole Cricket Leg x50 : Mole Cricket > Forest Bottom (Eastern Portal) Wish Crystal x80 : Maple Devil > Maple Woods Rainbow Pearl for Grading x80: You can drop these one by killing monster in Frozen Crown Shining Red Soul x80: You can drop these one by killing any monster in Act 3 and 5 - also in Hatus and Berios Raids Black Dye Powder x15: It can be obtained in Giant Knight BTS(B) Renegade(SP8): Yak's Horseshoe x80 : Yak Warrior > Fir forest limit Mole Cricket Leg x50 : Mole Cricket > Forest Bottom (Eastern Portal) Wish Crystal x80 : Maple Devil > Maple Woods Rainbow Pearl for Grading x80: You can drop these one by killing monster in Frozen Crown Shining Blue Soul x80: You can drop these one by killing any monster in Act 3 and 5 - also in Hatus Raid Shining Sand x15: It can be obtained in Crisos BTS(C) Archer Demon Hunter (SP7): Yak's Horseshoe x80 : Yak Warrior > Fir forest limit Mole Cricket Leg x50 : Mole Cricket > Forest Bottom (Eastern Portal) Wish Crystal x80 : Maple Devil > Maple Woods Rainbow Pearl for Grading x80: You can drop these one by killing monster in Frozen Crown Shining Red Soul x80: You can drop these one by killing any monster in Act 3 and 5 - also in Hatus and Berios Raids Black Armor Piece x15: It can be obtained in Giant Knight BTS(A) Avenging Angel(SP8) : Yak's Horseshoe x80 : Yak Warrior > Fir forest limit Mole Cricket Leg x50 : Mole Cricket > Forest Bottom (Eastern Portal) Wish Crystal x80 : Maple Devil > Maple Woods Rainbow Pearl for Grading x80: You can drop these one by killing monster in Frozen Crown Shining Blue Soul x80: You can drop these one by killing any monster in Act 3 and 5 - also in Hatus Raid Giant Claw x15: It can be obtained in Crisos BTS(A) Mage Seer(SP7): Yak's Horseshoe x80 : Yak Warrior > Fir forest limit Mole Cricket Leg x50 : Mole Cricket > Forest Bottom (Eastern Portal) Wish Crystal x80 : Maple Devil > Maple Woods Rainbow Pearl for Grading x80: You can drop these one by killing monster in Frozen Crown Shining Red Soul x80: You can drop these one by killing any monster in Act 3 and 5 - also in Hatus and Berios Raids Doomed Skeleton x15: It can be obtained in Giant Knight BTS(C) Archmage(SP8): Yak's Horseshoe x80 : Yak Warrior > Fir forest limit Mole Cricket Leg x50 : Mole Cricket > Forest Bottom (Eastern Portal) Wish Crystal x80 : Maple Devil > Maple Woods Rainbow Pearl for Grading x80: You can drop these one by killing monster in Frozen Crown Shining Blue Soul x80: You can drop these one by killing any monster in Act 3 and 5 - also in Hatus Raid Hard Backcover x15: It can be obtained in Crisos BTS(B)