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Doop Embassy Requests Details
- No determined spawn time or pattern as of yet.
- Before you start a request, you can "Abandon Mission" to delete it. It DOES NOT guarantee an immediate replacement request.
- During an in progress request, you can "Cancel Request" to give up the progress and free your characters. The request returns to the queue with 0 time completed on it.
- You can speed up to finish a request with pizza. This will immediately spawn a new request. (15m and under takes 1 pizza)
- If you fail a request, you will receive 20% of the Credentials reward.
- You can start a request with 0% success rate.
|Embassy Lvl||Creds||Creds Only||Badges||Chips||NBs||Hypnotons|
|4||145||290||4 2*||4 Teras||1330||55|
|5||180||360||1 3*||2 Petas||1650||75|
|7||235||470||2 3*||3 Petas||2125||100|
|8||260||520||2 3*||3 Petas||2250||110|
|9||300||600||3 3*||4 Petas||2660||135|
|10||330||660||4 3*||4 Petas||2800||140|
Request LevelsFor more details on what character levels are helpful, see here or spreadsheet
|Embassy Lvl||Max Request Lvl||Char Level Range|
|1||5||3 - 10|
|2||10||6 - 20|
|3||15||8 - 30|
|4||20||11 - 40|
|5||25||13 - 50|
|6||30||16 - 60|
|7||40||21 - 80|
|8||50||26 - 99|
|9||60||31 - 99|
|10||70||36 - 99|
Unable to get 100% success rateFailing a request will still reward you 20% of the Doop Credentials. You can start a request at 0% and fail it if you are unable to get a low % success at all.
StatisticsThese are observed numbers from the 300+ requests that I have received.
- 80% of requests reward Credentials & other reward. 20% of requests reward Credentials only.
Requests by Classes
Average Levels of Level 10 Embassy Requests
Observed minimum request level for level 10 requests is 31.
Getting 90k Credentials with Level 10 EmbassiesWith only 100% requests, it'll take ~228 requests. That's a little more than 7 days with running 9 requests nonstop.
With only fails (20% rewards), it'll take ~1136 requests. That's 37 days with running 9 requests nonstop. Doop prizes are intended to take time to complete, so please do not be intimated by this.
This is assuming 80% requests reward 330 Creds and 20% requests reward 660 Creds.
EmbassiesAn embassy levels up by the amount of Doop Credentials you earn.
|Embassy Level||Creds earned||Request Hours||Total to Level||Needed to Level||Approx. Requests|
Gift Shop PrizesSee the Doop update main thread
[Review] Vindictus in 2018
I've been wanting to put together something of a Vindictus review for some time now but have always put it off. Lately, however, my interest in doing so has been sparked by a number of other Vindictus reviews which, in my mind, have failed to capture the essence of the game or present an accurate depiction of the game as it exists today. I wanted to offer up my own contribution which does, to the best of my ability, accurately depict the game as it exists today in order to empower potential players to make an informed decision.
Mostly, I'm just an average Vindictus player and avid MMO gamer. I've been playing Vindi on and off since mid-Season 2. Throughout my Vindi tenure, I've been a f2p player and a paying player; a solo player and a party player; guilded and guildless; a hardcore grinder and a casual. I've played most of the game's available characters enough to understand their unique mechanics (there are a few I haven't played, admittedly). I've experienced nearly all content the game has to offer to date (in NA), with exception going to some PvP formats that I never personally touched, but have observed. I've quit the game on multiple occasions out of frustration. I'm not a fan of Nexon. I am a fan of Korean MMOs in general. I'm not a hobbyist reviewer - I've actually never written a serious review for a game before. I don't maintain a YouTube channel or a blog - I'm not here for attention or views. I'm just somebody who wants to paint a proper picture of the game for anybody out there who might care.
This review is intended primarily for people who are interested in potentially playing the game, people who are brand new to the game, or people who may have taken an extended break from the game and are potentially interested in returning. I'm going to try and touch on the following topics to varying degrees:
- a general Vindi overview
- gameplay, combat, and production quality
- characters and character creation
- PvE, the new player experience, and the late game experience
- gear progression
- p2w aspects
- Nexon and their impact on the game
- some miscellaneous ideas, flaws, and final thoughts
An OverviewAt its most basic, Vindictus is a 3D third-person, instance-based, action-oriented, co-op dungeon crawler with a small number of hub towns (also instanced via channels) where players can gather and interact. In that sense, it's less of a traditional MMO model and more of a lobby-based model like your Warframes or your Monster Hunters. A player can create a boat (essentially a pre-battle staging area), have up to 3 other players join their boat, and then depart for the battle once everybody has readied up. Once in the battle, you make your way through the map slaying trash mobs to unlock gates that let you move progressively deeper into the battle until you reach the boss. Kill the boss, get your loot, and teleport back to town. That is the fundamental Vindictus gameplay loop.
Content is split up into seasons and zones, with each season containing multiple zones and each zone containing multiple battles, each with their own (often reused) pre-built maps and unique bosses. As of this writing, there are three seasons, many different zones, and many different battles to fight through - well over 200 different battles, presently. Some battles have a daily entry limit while others do not. Certain types of battles allow for higher player caps - 8 and 12, respectively, but those are special battles you generally won't run into during the leveling process. Your progression through all of these battles is primarly quest-driven. You pick up quests from NPCs in the hub town, complete the appropriate battles, turn in your quests, and get new quests. Nothing groundbreaking. The quests themselves are rarely interesting, though the stories behind them may be if you can be bothered to read through the background dialog, of which there is a lot.
Completing battles grants you ability points (AP) which you can use to level up your character's skills. You never stop gaining AP so you will eventually max out all of your skills - at that point, AP has other uses, including restoration of destroyed gear and purchasing of items from the AP shop. More on that later.
The game does have PvP in multiple formats - team deathmatch, FFA arenas, 1v1 duels, and others. I wouldn't say that PvP is the game's main attraction as support for it is minimal and the audience for it is considerably lower than what it used to be, but it can still be fun and there's still a functional purpose behind it in terms of character progression, if you're the kind of player who needs a tangible reason beyond 'fun' to participate in content.
Crafting is a thing. Fishing is a thing. Title hunting is a thing. Fashion is, of course, the true endgame. Some miscellaneous minigames exist for fun and cosmetic rewards. Gearing is a grind, as is the norm for any given Korean MMO. I'll get into more detail on these things later but as far as Vindi in a nutshell goes - you run battles, kill bosses, progress your character, make money, kill bigger bosses, play dressup, and do whatever else you want on the side.
Gameplay, Combat, and Production QualityThe main draw of Vindictus is probably its combat. There are a number of well-made action MMOs out there today but, to my tastes, none have captured the combat feel of Vindictus - even 8 years later. I attribute this primarily to the following factors:
- animation and audio design
- freedom of movement and input-based nature
- hit drag
- boss design and scale
Impact. In this game, when you land a smash on a mob or a boss, you feel it. This might come from some degree of screen shake, it might come from beefy sound design, it might come from weighty animations, it might come from your target getting physically flinched or staggered, it might come from visual effects feedback - but usually, it comes from a combination of all the above. The game provides a very visceral experience. Attacks have weight. Characters have weight. The world and its inhabitants respond to that weight. It doesn't just apply to the player character either - monsters receieve the same treatment. When you block or deflect an attack, you feel it. When you barely dodge an attack by a hair, you feel it. When a boss decides to turn you into a ragdoll, you definitely feel it.
Fluidity. Movement flows naturally into attacks. Attacks flow naturally into other attacks. The control you have over your character is fluid in such a way that you never feel like the game is preventing you from taking a given action at a given point in time. The control you have over what your character does is exceptional. The transitions are smooth. You never really feel like the game is limiting your potential as a player - though there is one exception which I'll touch on later.
Animation and audio design. This goes hand in hand with impact and fluidity. The game is superbly animated. I would say painstakingly animated, even. Movements, attacks, blocks, dodges, combo transitions, etc. - all have smooth animations which contribute to the natural feel of the combat. This, along with the audio, is a large part of what makes the game feel as weighty as it does. The game doesn't have that floaty feel many games seem to have. The animations aren't as rigid as they are in many games. The game just feels... limber.
Freedom of movement and input-based nature. This is a big one for me and ties into fluidity. You never really feel like your character is on rails in this game. Since attacks are primarily input based, you rarely find yourself pushing a button and watching a full ability play out like you would in something like Tera or BnS (exceptions do exist). Rather, you string inputs together and have full freedom (again, with some few exceptions here and there) to interrupt whatever you were doing and transition into fluid movement around the arena, then smoothly transition back into attacking, blocking, or whatever else is appropriate. BDO also tends to capture this feel but to a somewhat lesser degree.
Speed. One of the most prominent differences between Vindictus and games like Dark Souls, Monster Hunter, or Dauntless is its speed. Vindi is fast - not so fast that the game turns into a reflexive button mashing fest, but fast enough to complement the visceral tone of the game. The majority of the character cast scales very well with attack speed and long gone are the days of being stuck at abysmally low attack speed values - "fun" is now available to everyone.
Hit drag. This is the effect of an attack visibly slowing down as it penetrates through a target (or as it cleaves through multiple targets), providing - again - a feeling of weight and impact to that attack. Not all attacks are affected and some people don't like this effect, but I feel like it adds to the visceral quality of the combat. BDO employs this effect as well, though I'd say to a somewhat heavier degree, for better or worse.
Boss design and scale. This is another big one. A well designed combat system is meaningless when there's nothing worth using that combat system on. Vindictus bosses come in all shapes, sizes, levels of aggression, and degrees of technicality. Some bosses are literal sandbags with heavily telegraphed attacks that even the slowest player can successfully sight read. Other bosses are much faster and have very slight and very momentary tells for most of their attacks. Some bosses provide extended openings for free damage, while other bosses are relentlessly aggressive and require boss knowledge and experience to get damage in without taking damage yourself. Some bosses only have a few attacks in their moveset, while others have a much wider range. Boss AI isn't perfect but tends to be decent enough - alternating attacks from their movesets with enough variety to keep players alert. Scale is... well, there are some large bosses in this game and Vindi does a pretty good job of preserving that sense of scale.
Ultimately, Vindi provides a combat experience which rewards skillful and measured play. It's the kind of combat system where, when you see a player take a hit or a death and blame it on lag/geaunfair boss mechanics/whatever, you have a clear indication of inexperience. That's not to say that lag doesn't happen - it does, especially with the peer hosting nature of the game, but you learn to differentiate the two. Admittedly, gear does have a much larger impact on the game now than it ever has in the past and it's possible to get so decked out that you begin to trivialize even late game bosses - but that's very much out of reach of the average player and still requires a degree of boss knowledge. More on that later.
I'll also say that relating the "feel" of combat in a game is difficult in text. I did my best.
Characters and Character CreationAt the time of this writing, there are 12 gender-locked characters in the game:
Arisha : a spellblade. She primarily uses melee attacks beefed up with magic and is able to teleport around boss arenas for what amounts to very high mobility, along with being able to block and dodge attacks. Unlike most other characters in the game, she doesn't really have the same sorts of LR input combos but rather has many active abilities, some of which can be further enhanced with post-activation input combos.
Lynn : a limber character with two weapons to choose from - a glaive and a battleshade, which is essentially a bladed umbrella. The former is a fairly high skill ceiling weapon which revolves around stacking marks on your target using perfectly timed enhanced smashes and then detonating those marks for big damage. The latter is a weapon I personally have not played, but from what I've seen it offers a beautifully animated and versatile playstyle, strictly different from glaive and one of the more input-reliant weapons currently in the game.
Fiona : sword and board character or, alternatively, hammer and board. Sword Fiona focuses on blocking attacks with her shield and counterattacking for big damage, or otherwise just kicking and slashing things - the more aggressive the boss, the more fun that playstyle tends to be. Hammer Fiona focuses on slower, more measured, heavy hitting attacks.
Vella : a character that uses either twin swords or chain blades. The former is a playstyle almost exclusively centered around countering attacks and retaliating for big damage. Similar to sword Fiona in concept, but wildly different in style and execution. Optimal when solo so that bosses are always focused on you, not as optimal in groups but still more than viable. Chain blades are the opposite - optimal in groups where you can stand there and spam attacks at range. Not the most exciting weapon, but effective.
Delia : uses a bastard sword and has a relatively slow, measured playstyle. Gameplay is centered around extended wind-up smash combos which deal huge damage on the last hit, but are also susceptible to getting interrupted. Can be challenging to play well on smaller and more mobile bosses but certainly satisfying when you can land your hits. Has a stacking buff which drops off as you take hits, so proper play is rewarded with more damage.
Evie : can use a staff or a scythe. The former is a classic ranged spellcaster with group utility while the latter is a faster paced playstyle focused on stacking debuffs on your target and detonating them for big damage, similar to glaive Lynn conceptually but different in execution.
Miri : the most recent character added to the game. Her playstyle revolves around building up a resource called flamebreath and spending that resource on enhanced attacks. Very mobile. Very high damage. Can parry attacks with normal swings. Can transform into a dragon chick. Her playstyle tends to be a bit one dimensional, especially while transformed. Has elements of buff management.
Kai : your typical ranged character, can use a bow or a crossgun. Doesn't have to interact with bosses to remotely the same degree as other characters while still performing well. Crossgun plays at near 100% efficiency constantly, while bow has a heavier reliance on positioning with a more involved playstyle.
Karok : a character with a choice of cestus or a pillar for weapons, the former involving punching and blasting things with giant gauntlets, and the latter involving smashing things with a giant pillar. Both weapons revolve around absorbing or nullifying damage while sticking to the boss and maintaining powerful buffs. Also has Clash, which is arguably the coolest abilty you'll see in any game.
The other three characters - Hurk, Sylas, and Lann - I have no direct experience with so I won't comment too much. Hurk has two weapons - greatsword is centered around chaining smashes and deflecting attacks, while teide is a gun/blade combo that weaves shotgun blasts with melee hits. Sylas has what might as well be a beyblade and brings good group utility. Lann, using twin swords or twin spears, I know very little about.
All characters are unique, have their own mechanics to master, and are all viable to the point that your choice of character should be based on prefered playstyle rather than any meta tier list or perceived power level.
Regarding character creation - as the characters are gender-locked, character creation is somewhat limited. The initial creation process gives you a choice of hair style, hair color, eye color, skin tone, and several body dimension sliders, and that's about it. However, characters can be further customized after the fact with a wider range of hairstyles, makeup, tattoos, beards, inner armors, and so forth - that stuff can be purchased with real money, with in-game currency, or in some cases with AP (the currency used to level up character skills). It gives characters a nice touch up but ultimately the character creator lacks the depth on its own to make anything truly unique - that comes in the form of outfits/armor and dyes which, when combined with some of the extended avatar shop options, can make something unique.
PvE and the new playeleveling experienceAs mentioned in the overview, the core gameplay loop in Vindi is straightforward - complete battles, kill bosses, collect loot, repeat. While leveling, the game methodically moves you from battle to battle, zone to zone, and season to season by means of quests and it's worth noting that this process is now strictly streamlined in the following ways:
- The amount of time it takes to hit level cap with a fresh character is at a record low, even without VIP or any XP coupons. Experienced players could probably nolife it in a day. New players could get it done in a few days at most.
- With some exceptions here and there, S1 main story quests can now be turned in and accepted after each battle without ever having to go back to town via the new story progression mode. The cost is that you miss out on all of the side quests during the leveling process and would have to go back and do them all after the fact, if you care about them.
- Gearing during the leveling process is irrelevant. There's no need to buy gear, enhance gear, enchant gear, or really do anything with gear. The game hands you free gear at various level thresholds which is more than enough to handle the content for those level ranges. At level 90, you get a free set of pre-enhanced and partially pre-enchanted late game gear which is a decent starting point for Season 3 content.
- Much of the leveling experience has been severely dumbed down. The entirety of Season 1 (up to level 60 or so) is little more than a tutorial designed to teach you how to use your character - bosses die very quickly or are otherwise dumb punching bags which pose little to no threat. Gone are the days of struggling through Red Ruins or party wiping repeatedly on White Tyrant... you can kinda faceroll your way through all of that now. Season 2 (up to level 80 or so) is where the game starts to expect you to apply what you learned during Season 1 - the bosses live longer, hit harder, have more varied movesets, and will kill you if you don't put in some effort. Season 3, consequently, turns out to be kind of a culture shock for many new players as that's where the game turns into the Vindictus of old - bosses ruthlessly destroying you the same way you were destroying them in Season 1.
So I'll say this - if you're a new player and your primary complaint is lack of difficulty or challenge throughout the leveling process, stick with it. Getting to level cap doesn't take long and the challenge you're looking for will show up, eventually.
PvE and the late game experienceSeason 3 proper is where Vindictus starts to feel like Vindictus again. If you're new, expect to die repeatedly and get frustrated. Expect to have the game force you to learn your character and learn your enemies before you can start to feel like anything other than a floormat. Expect flashier gameplay, better gear, faster combat, cooler bosses, harder battles, and content which you won't be able to solo efficiently (or at all). Also, expect lots of grind.
Content diversifies a little bit but ultimately you'll be running through a repetitive daily routine, which may include any of the following:
- Farming S3 raids for scrolls and other raid-specific drops.
- Royal Army Raids (12 man versions of certain bosses, rotating daily).
- Abyssal Arena - a gauntlet style battle with 10 floors featuring various bosses from other battles. Unfortunately this has a static layout and thus gets dull after a while, but is a good source of Bravery seals - more on that later.
- Daily battles for extra AP and other rewards.
- Ein Lacher. More on that in a bit.
- Running Niflheim raids for gem boxes.
- Farming non-raid S3 battles for mats and rare drops.
- Farming old S2 raids for $$$. Boring but effective, particularly if done on multiple characters.
Joining raids is done in one of two ways - manually via the battle board or via quick battle. Joining via board is a very manual process but has no requirements for entry, barring daily entry limits. Quick battle is a great quality of life feature but does have stat requirements for entry to help ensure success (good intentions and all...). Luckily, you will meet the requirements for half the S3 raids out of the box with the free gear you get at level 90. The latter half of the S3 raids will be progressively further out of reach and will require you to farm a bit before your stats are high enough to join those raids via quick battle, but worry not - the requirements aren't severe and it doesn't take much time or effort to meet them.
S3 battles, with one exception, all have a practice mode which you can take advantage of to learn bosses in a no-pressure environment with infinite revives. Additionally, Ein Lacher offers arena style content where you can 1v1 many of the game's prominent bosses (80 bosses in total available in Ein Lacher currently), raid and otherwise, with extra rewards given for completing fights with no potions used/no deaths/no hits taken - those rewards come in the form of titles, emblems, and permanent stat boosts for some of the more difficult achievements. You get infinite revives here as well. Ein Lacher does have some entry restrictions but it's still good practice and a great personal challenge - though going for full gold can certainly be a frustrating experience.
Beyond the standard S3 fare, there's additionally one Reedemer raid - an 8 player raid which follows a different ruleset. Limited revives, limited potion use, limited use of other consumables, a more challenging moveset to deal with and a separate set of rewards. For the masochistic among us, there's a hell mode version of that. The second Redeemer raid is on its way.
Gear ProgressionAs is tradition for all Korean MMOs, gear progression in Vindictus, past a certain point, is a general pain in the ass and will more than likely give you grays before you achieve any kind of enjoyable outcome.
For starters, there are four ways to mess with your gear:
- Enhancement. These are your pluses. Gear starts at +0 and theoretically goes up to +20. "Theoretically" because... yeah.
- Enchantment. You can enchant your gear with enchant scrolls. Scrolls come as prefixes and suffixes of varying ranks, granting various stat bonuses. You can have one prefix and one suffix on a given piece of gear, with some scrolls only being applicable to specific gear slots.
- Quality. An item's quality can range from 1-star to 5-star. Each successive star increases the base stats given by that item.
- Infusion. Through a process called power infusion, you can grant an item an additional stat - this may be an increase to a stat which already exists on the item or it may be an altogether new stat which was not present on the item prior.
Only weapons and armor can be enhanced - accessories have no enhance levels. Going up to +3 is free. Failing from +3 to +5 (not including +3) will cause your enhance level to decrement by one. Failing from +5 to +8 (not including +5) will cause the item's enhance level to reset to 0. Failing from +8 onwards (not including +8) will destroy the item. If an item is destroyed, you get some of the materials used to create the item refunded to you and the item itself can be restored once by a certain NPC for a relatively low AP cost. Once an item has been restored, it can no longer be enhanced (but it can still be enchanted and modified in other ways). There are runes available in the cash shop and the Bravery Seal shop which protect your item from destruction upon failure up to and including +10. There are additionally destruction safeguard runes in the Bravery Seal shop which protect your item from destruction at higher enhance levels, but a failure when using this rune causes some adverse side effects which limit the number of times you can use the rune on a given item to 3. Runes also exist which protect your items from destruction up to +11 with no side effects, but they are fairly expensive. Generally speaking, enhancement past +10 is a painful RNG fiesta.
It's worth noting that one of Vindi's upcoming major updates will bring a failstacking system, which will hopefully ease the enhancing burden. ETA... 6 months? Something like that.
Notes on enchantment:
Enchant scrolls come in different ranks. Depending on the scroll's rank, a failure can have varying side effects for your item. Failing a R8/9/A scroll may result in no side effects or durability loss, which can be restored through various means. Failing a R6/7 scroll will destroy the item if the item isn't protected. However, failing a R6/7 enchant will give you an enchant scroll scrap - you can combine 4 scraps of a given scroll to make a 100% success chance version of that scroll. So, at absolute worst, you can only fail a given R6/7 enchant 4 times. It can still be very expensive, depending on the scroll, but this kind of RNG protection is certainly welcome. Enchant runes, used to protect items from destruction on failure, are available in both the cash shop and the Bravery Seal shop. Exquisite enchant runes also exist which protect both your item and the scroll on failure - these are very expensive however and are typically only used on the rarest and most valuable scrolls. Without such a rune, the scroll itself is always destroyed on failure.
It's worth noting that the mere fact that R8/9 scrolls no longer blow up your gear on failure (they used to) is in itself a huge boon to the gearing process for new players, as it makes higher stat levels much more accessible than in any previous iteration of the game.
Notes on quality:
Quality is determined when an item is crafted. There are ways to increase the quality of an item after it has been crafted, but that can take quite a while as you need time-gated coupons.
Notes on infusion:
Basically, it's a gold sink. Item infusion can roll many different stats, most of which you don't care about. Getting the stats you do care about can take hundreds of millions of gold, or you might get RNG carried and get what you want in a handful of tries. Some people prefer to buy pre-infused items at a premium rather than dealing with it themselves. ¯\_(ツ)_/¯
All of that said:
When you hit level 90, you are given a full set of level 90 armor and a level 90 weapon. These come pre-enhanced at +10 and pre-enchanted with a few basic scrolls. Unfortunately, this freebie gear, while decent enough as entry level S3 gear, cannot be enhanced further - so it starts to lose value quickly as you look at upgrading your stuff. Luckily, the Bravery Seal shop has three useful items - these are guaranteed, 100% success chance enhancement stones for +11, +12, and +13, applicable to a level 90 weapon. What this means is that your first order of business will typically be to craft a new level 90 weapon, farm up enough seals to buy all of the stones (takes about a week if you do all your stuff daily) and voila - you have a +13 weapon, which is a significant boost in power for your character.
Past that, there are things you can do to grab some decent upgrades on a budget - not enough to turn you into a powerhouse, but enough to make you feel like you're pulling your weight in parties. Guides are out there which map out paths that a fresh level-capped player can take to reach a respectable gear level. Use 'em.
At a certain point though, you will hit a wall. You'll find that the upgrades you want cost more than you can afford and, simultaneously, you'll find that trying to mass enhance items for a chance at a high enhance level also costs more than you can afford. My advice, when you reach that point, is to stop and understand that a) gearing in Vindictus is a process, and b) you don't need to be decked out to tackle the content that the game throws at you. As long as your gear is at a respectable budget level, boss knowledge and smart play will push you the rest of the way. Gold will come with time and gear will come with it.
All in all, despite the RNG, gearing up to an acceptable level in the current state of the game is much, much easier than it has ever been in the past.
FashionJust a short blurb here:
Not unlike Fashionframe, the real name of this game is Fashiondictus. The game has many different outfits and all sorts of armor sets which players can mix and match in any way they wish. The dye system offers a large range of colors (albeit with a crappy interface) and items tend to have multiple dye channels for any number of combinations.
Check it out.
Is the game pay2win?I'm just going to get this out of the way - the easiest and laziest way to make gold in Vindictus, by far, is to buy lootboxes and sell dyes and airtight items on the marketplace. An airtight item is a tradable version of an item which is normally untradable. This most commonly includes things like outfits, premium runes, various vanity and avatar shop items, and other valuable odds and ends. However, it's entirely possible to make tons of gold using purely in-game means (though sadly this requires something of a starting bankroll and/or lots of luck) and the lootboxes themselves typically don't contain anything that directly increases a player's power - and furthermore, since airtight items can be sold on the marketplace, f2p players have access to those same items. The only things available exclusively to paying players are cosmetic in nature.
So, is the game p2w? I don't know. Depends on your point of view. Personally, I don't think so. My experience? I've played both ways.
The game is very farmable and players who put in the effort can keep up without spending a dime, especially considering that enhance and enchant materials can now be farmed up via Bravery seals and other in-game means. However, nobody's going to deny that you can turn money into lots of in-game gold so if you're trying to, say, compete with such a player to buy highly sought after items - you'll probably be SOL.
Honestly, spending money on this game is just as likely to be paying to lose as paying to win.
NexonThe elephant in the room, I suppose.
It's no secret that Nexon has let Vindictus NA/EU wither over the years. Their support for this game in the West is lacking at best these days. They've treated prominent community figures like trash. There haven't been any community streams in quite a long time. GMs are a rare sight. Most of the old Vindictus NA staff appear to have either been fired or transferred to other projects (speculation on my part). The official forums are essentially unmoderated. Events are very lackluster nowadays. Lootboxes have almost completely overtaken direct purchases. The marketing for Vindictus is, to my knowledge, almost non-existent. So on and so forth. Nothing really positive to say about the way Nexon has treated and is continuing to treat this game.
However, the game is still getting regular updates and seeing positive improvements coming over from Korea, and there is somewhat regular activity on the Vindi facebook page and Twitter feed - take that as you will.
I'm personally of the mind that we should delineate the product from the publisher. Yes, Nexon sucks. However, Vindictus doesn't suck. I don't know about you all, but I'm not going to let the actions of a publisher dictate my decision on whether to play a game. I'll make that decision based on the merits of the game itself and as far as I'm concerned, Vindictus is a game worth playing.
There's little doubt in my mind that Nexon will ultimately drive this game into the ground and shut the coffin. However, until that day comes, I'll keep playing the game I love. That said, I also understand that online games are built heavily on trust - trust that the people behind the game will continue to support it and provide an enjoyable experience for their players. I won't blame anyone for steering clear of Nexon games as they have earned no such trust, but I feel that Vindictus is a truly unique gem in the action gaming scene - so I'm content with pretending that Nexon doesn't exist and just enjoying the game for what it is.
Do what you will.
Flaws and Final ThoughtsThe game has issues. These are what I consider to be some of the more relevant ones:
- Nexon. See above. Lots of flaws rolled into one.
- Performance. This is something that has plagued the game as far back as I can remember. The engine is dated and the code seems to be heavily unoptimized in the context of modern computing technology. There's probably a 50/50 chance that the game will run like utter trash on your PC and any given tweak you find will probably have a 50/50 chance of working. Luckily, the game runs buttery smooth for me - but to be honest, if I had performance as shitty as some people there's a very good chance I wouldn't be playing this game, since the nature of the gameplay would exaggerate the performance issues to levels I wouldn't be able to tolerate. On a positive note, Vindictus received an update not too long ago which seems to have alleviated performance drops stemming from the UI, which is something that the community has been complaining about for ages. That's a step in the right direction I suppose.
- Post-Rise gear scaling. With the Rise update back in 2017, Vindictus received what I personally consider to be the worst change in its history - additional damage scaling. Additional damage is a stat that appears on weapons and armor, with the value going higher as the item's enhance level increases, which acts as a damage multiplier. With high enough additional damage and defense values, it is possible to entirely trivialize endgame bosses and, combined with changes to potions, literally faceroll your way through almost anything in the game. Grated, the kind of gear this requires isn't exactly simple to attain but the issue exists. Furthermore, additional damage severely exaggerated the relative strength of differing enhance levels, scaling further and harder with enhance levels that the average player will likely never see, which causes its own set of problems.
- The maximum enhance level being raised to +20. Combined with the above, this is a nice little tragedy in a box.
- A poor UI that's in dire need of an overhaul. They seem to be slowly addressing this, piece by piece.
- Lackluster events with lackluster rewards. Not gamebreaking but it's bad for morale.
- Population. It's high enough to fill boats and sustain a generally functional economy but low enough that certain relics of the past (like 8 man boats and relevance of content prior to S3) is no longer very feasible.
- Lack of information. The official wiki hasn't been updated in ages and there really isn't any other reliable source of info for new players outside of the official Discord. For a game that has as many nuances as Vindictus, the lack of readily available info is almost certainly disheartening from the perspective of a new player.
- Other things like lack of fixes for longstanding bugs, lack of PvP balance (or even just PvP relevance), an unnecessarily diminshed crafting system, and a general lack of incentive for performing activites outside the scope of raids.
I think Vindictus is a very special game that has gone completely unmatched in the ~8 years it has been online. In my opinion, no game has captured the pure combat feel or the sick boss design that Vindictus offers - not Dark Souls, not BDO, not Monster Hunter, not Dauntless, not anything that I've personally seen or experienced. I think anybody who is a fan of action or hack 'n' slash games owes it to themselves to at least experience what this game has to offer, but at the same time I feel like the game as a whole is only going to appeal to very niche players because of its very... specific support systems - and of course it has the stigma of Nexon hanging over it, which is enough on its own for many potential players to call it a day.
Vindictus deserves to be huge - and in the hands of any other publisher it probably would have been. As it stands though, it's not. It's a small game limping along in its corner of the gaming universe, unknown to the vast majority of gamers out there, gracefully accepting whatever scraps Korea sends its way. I'd love to see a resurgence of the game in the West but realistically I doubt we'll ever see that happen while Nexon remains at the helm - so I'll just make do with what we're given, which, fortunately, is still more than playable and more enjoyable (to me) than 99% of new MMOs coming out these days.
Anyways. I hope somebody got something positive out of all this - thanks for reading.