[9/3/2020] Morpheus & Rangora


It’s me, JaeHwang Lee.

Due to COVID, we’re switching back to working from home. We’re doing our best to stay safe while also focusing on the working on the updates, and we hope you guys would stay safe as well.
Actual meaning: Actually, we’re gonna take a break at home. Don’t shit on about us playing games at home instead of working.

Today we’re introducing a couple new content for the next month. The major updates are:

  • Morpheus & Rangora
  • New Chronicles quest lines
  • Some quality of life improvements
  • Extra housing in Auroria.

Due to the patch being pretty large, we’re not sure if we can actually include all the patch notes that we’re introducing.
Actual meaning: We’re not gonna include the stuff that got bad responses.

The contents we’re introducing are almost finished in development, so if we find any issues during our testing phase we might delay said content.
Actual meaning: It hurts our ego to say that we’re giving up on some changes depending on your responses, so we’re just going to say that we’re delaying said content, and eventually just cancel them when everyone forgets about it.

Meme Reference: http://inven.co.kr/board/archeage/2836/299831?p=3

Morpheus & Rangora

Morphues and Rangora should be one of the most well-known raid bosses for all of you. It means that their stories brought a lot of attention to all of you. This update makes these bosses stronger, and will provide a new Chronicle quest line about their stories.

Morpheus’ new visuals.

In the past, Morpheus and Rangora’s boat sank, because of Dahuta’s jealousy. As a result, Rangora got drowned deep in the ocean. Finally reaching the Growlgate Isles with a few of his men left, Morpheus was becoming insane, because of the loss of his loved one. All a sudden he heard Dahuta’s whispers that Dahuta would revive Rangora if he sacrifices ten thousand people’s worth of blood.

Eventually Morpheus conquered the Growlgate Isles and immobilized all the island’s pirates. He killed all the people passing the sea, and announced to both factions that he is finding someone that can challenge him. With the automatic cannons he looted from a dwarven trade ship, the bloody Morpheus became even stronger.

Defeating the stronger Morpheus and Rangora lets you get an even better reward than before. Like you expected, you will now be able to awaken your Searing Oath and Cold Anguish to T3.

Left is T3 Oath, Right is T3 Anguish.

Chronicle Quests

1. The Insane Aura that flows in the Ocean

This quest line is about Morpheus. Because of Morpheus’ cruel acts, the players get a request from their faction to investigate Morpheus’ past.

Insane Morpheus

But you will be able to what happened between him and his lover, Rangora, once you go through his story when the update comes out.

2. The Memory of the Carcass

This quest line starts from a mysterious earthquake that happened in Karkasse Ridgelands. The earthquake triggered many spontaneous phenomenons which leads to forgotten ancient stories. The ancient stories left in scripts and tales lead to the residents in the Karkasse Ridgeland, archaeologists, and the “Ekkihon” (Not sure what this is.) that remembers the war between the dragons and “Nuons”. From this chronicles questline, you will be able to learn about what the secrets left behind from the past dragon and Nuon war by peeking into the remains of the dragons that are left in the Karkasse Ridgelands.

Karkasse Ridgelands where the questline begins.

Auroria Housing

1. Additional Housing

Whalesong Harbor, Aegis Island, Sungold Fields, and Exeloch will now have new housing zones, and some areas will get changed to suit the housing zones.

Aegis Island’s new housing zone.

2. Front line Camp

The East and West continent has Community Centers for residents to do a variety of activities. Unfortunately Auroria’s harsh living area does not allow that, and the activities available in Auroria can only be different compared to those in East and West.

How the Front line camp looks like.

The newly added Aurorian housing zones will have a place called the Front line camp that is basically the equivalent of the Community Centers available in East and West. The camps have 3 development stages like the Community Centers, and each stages can do the following:

  • Rank 1 Development: Can do resident quests and craft basic supplies.
  • Rank 2 Development: Can craft Local specialty packs.
  • Rank 3 Development: Can receive a weaker version of the “Strength of the Faction”, and additional resident quests will be available.

3. Faction Critics

By gaining contribution towards developing the front line camp, you can receive positive reviews from your faction’s critic. Heroes, in this case, will be able to temporarily buff the faction’s statue buff or gain a moral increase effect that will be advantageous during sieges.

Why is it always the Darus?

4. Aurorian Trade Runs (Inland & Overseas)

The Aurorian expedition has led supplies to reach Diamond Shores from the faction’s mother land, but the supplies generated from Auroria usually never reached back to the East and West continents apart from some of the resources gained from sieges.

Locations of the Specialty Workbenches.

This update lets players make and sell specialty packs, and eventually make cargo runs as well. The whole trade system is identical to the ones in the motherland.

The trade outlet where players will sell local specialty packs and buy Aurorian cargo will be located in Heedmar, but Haranya and Nuia Cargo will only be accepted in the Trade Outlets located in Diamond Shores. (Heedmar is the easiest castle to takeover, so this is gonna be interesting.)

Aurorian Cargo will be accepted in Two Crowns Warscorched Scar Trade Outlet and Austera Port Trade Outlet for Onyx Archeum Essence, and is also accepted in Freedich Island for Dragon Essence Stabilizer. Aurorian Trade runs are more risky than the trade runs in the other 2 continents, so they will yield higher reward.

4. Housing Changes

  • Safe zones within Housing areas are removed.
  • Players are safe in the land they own. (Includes Auroria, and also during conflict and war time.)

Vehicle Modification

Like we mentioned from the last Amigo post, the B200, and C200 series now have vehicle mods. Owners of the B200s and C200s can now exchange their cars to cars that can equip vehicle mods. The B200 and C200s have slots for the Engine, the frame, and 2 back seats. The 2 back seats can also be replaced for other slots, so get excited.

B200/C200 and Timber Coupe Series

The Timber Coupe series also gets an additional slot at the back, which is only for trade pack storage. Through crafting, you can craft make a Trade Pack Storage exclusive for vehicles. This storage slows down the car, but lets you hold 3 packs at once. I assume this means a B200 can hold a total of 8 packs. (2 front seats, 3 from back seats, and 3 from the trunk.)

Vehicle mods exclusive to the B200/C200s.

The Magical Lands

Parts of the Mechanoid Chasing event and the Anquish raid will change. Magical Land’s content basically changes into the faction competition, and the faction that wins gets priority to kill Anquish. It’s a similar system to Thunderwing Titan. Oh please fuck no. But unlike having to kill mobs in Reedwind, the faction has to win by killing the Mechanoid first.

Rules for the Mechanoid Event
  • During wartime, heroes from each faction can spawn mechanoids every interval.
  • If the mechanoid is killed within 40 minutes since its spawn, the faction gains points.
  • Once Anquish is spawned, the opposite faction will automatically get teleported outside of the zone every set interval. (Not sure what this interval is. Probably means the opposite faction might be able to still contest.)
  • Once the faction reaches the goal, Anquish spawns.
  • The faction that did not win the event will have restrictions for 10 minutes since the spawn of Anquish. (Which probably means the faction that won gets a 10 minutes head start.)
Mechanoid Spawning Device.

Apart from those changes above, mechanoids will be able to move more randomly, and will get some additional balance fixes. Also the rewards from the event will give players materials, such as anchoring charms that can be used to enhance their vehicle mods or mats for vehicle mods, so please get excited.

Mirage Isles

Mirage Isles finally gets a renewal, since the game’s release. This update only adds map changes, but future patches will add more events and contents.

New map.

Cash Shop

This update also adds some cash shop changes. XL claims they will get rid of gear progression related items from the cash shop and add them as game content rewards. XL hopes they make the game less P2W, and is adding the Archepass to all the servers (including Legacy) to lower the price of new items and make them more available to everyone.

1. Credit Shop Renewal

Items that directly influence gear progression will be gone from the credit shop and will be available from in-game crafting and coin purchases (stuff like Kyrios badges). The type of items that will be removed are the following: regrade charms, tempering charms, luna stones/frosts, stat migration items. The specific list will be available in the update notes.

2. Gamewide Archepass

Archepass requires less cash to be spent, but requires players to continuously play to get the rewards the pass provide on each stages. Some players prefer the system and some don’t. But since the Archepass doesn’t require players to buy items with the full price, XL believes this will help reduce the P2W gap among players. So yeah basically the Archepass will be also available in Legacy servers.

3. More Incentives for Patron & Changed Housing Requirements

  • Auction House tax reduction 25% -> 50% (Basically you get the 10% tax back with Patron.)
  • Auction House listing fee reduced by 80%.
  • Only accounts with Patron can plot housing and pay for tax. (I assume KR wasn’t like this before)

XL believes reducing the gap between cash spending players and adding more rewards for the casual cash spending user aims to solve the same goal. If they increase rewards from cash packages that people will normally buy, it would lessen the impact of players buying other more expensive packages.

XL thought a lot about the housing issue happening in KR. Apparently KR lacked a lot of housing zone, but XL was worried that adding a bunch of housing zones might just cause a small number of people owning all the land (basically monopolizing all the land). So they are changing the system so that only Patroned accounts can plot land. I guess KR’s housing system wasn’t like NA/EU before. Though this is a pretty big change to the KR Patron system, XL is also planning to make Patron cheaper, due to these changes.

This new system also has some flaws that can be bypassed by prepaying taxes, but XL plans to fix those flaws in the future.

(Note) Auction House basic listing fee gets changed from 1~4% -> 0.5~2% (Patron 80% discount changes this to 0.1~0.4%.)

Quality of Life Improvements

1. More Shortcut Bars & Skillsavers

Lots of players have been asking these so finally here they are.

I mainly complained about them on Inven about skillsavers lol
Hesus finally we’re getting these long overdue features.
  • Skillsavers can now be expanded up to 5.
  • Now there are 5 shortcut bars presets to accommodate the 5 skillsaver limit.
  • Now there are 5 shortcut bars.

2. Costume Appearance Slot

To equip a cosmetic costume, you need to go through several extraction processes which is quite a hassle.

New UI

This update lets players just equip extracted costumes without having to fusion it onto a basic costume. Check the specifics in the upcoming update notes.

Fuck yeah!

3. Resplendent Serendipity Stone

This item lets you finally choose an effect that you want when replacing synthesis effects. Unlike the original Serendipity Stone, this one basically lets you skip the RNG hassle. This Resplendent version will only drop in Garden during war time with low chance, but will also be available in some packages like the Archepass.

But there’s still discussion going on regarding the item, so finalized details will be in the update notes.

Finally it’s here.

4. Micro Housing

A small housing design is added that can be plotted even on the leftover corner of the housing zones. It’s kind of hard to even call it a house, but it has all the minimum features a house could provide. It can be saved as a portal and can also have a housing fairy assigned to it, and the cost to construct and maintain is the cheapest among all the different types of housing options.

The size is 8×8.

If you weren’t really a potato or if you’re a returning player that can’t really afford expensive housing, definitely try out potato content using this new housing plot with housing fairies.

5. House Fairies With Sea Mats

Aqua farms can now be assigned to House fairies. The amount of virtual space the fairy can use will be divided as land plots and water plots. For example, the fairy will use its assigned land plots when growing stuff like corns and peanuts, but it will use its sea plots when growing stuff like corals. Good bye overpriced sea mats 🙂



This Amigo post contains quite a lot of changes even compared to the summer patches, and tests for all these changes are still going on. As a result, not all of these changes might make it during the day of update, but if that happens, following regular maintenance will add the skipped changes.

Ipnysh Sanctuary Room 1 Guide

Got some Ipnysh Sacntuary (Golden Shrine) boss videos that you guys might be interested in. The 2nd boss and the 4th boss are the hard ones with the 2nd boss being the hardest.

Thanks to Kimnuts for making the videos that I referenced to write up the guide!

This room consists of 4 mini bosses that all have different mechanics. Before you start, the runs are much easier if your healer can rez quickly.

1st boss by Kimnuts.

Basic Skills

The boss skills are the following:

Stomp (대지 밟기)

Tramp Earth

The boss does a couple jumps and the last jump is the high jump. When the Taurus’ last jump is about to land, players can jump to dodge this mechanic. Seems to have about a 15m range.

Charge (돌진)

Spawns a mat and charges.

Melees behind the boss needs to back off when it does the charge. It also hits players that aren’t on the mat if they are behind the boss.

Back Kick (뒷발치기)

As always keep distance from the boss.

Hits targets behind the boss. Pretty simple.

Rear Kick (올려 차기)

Seems like you should always just move away when the boss runs towards you.

Hits targets in front of the boss. Main aggro should avoid the attack using mobility skills like backdrop.

1-1 Agile Taurus

First of all, all the boss skills can be used while standing still and even when it’s moving. It is crucial to make sure you can recognize the actual physical motions of the boss for each of the skills. In future phases, clones of the boss spawn and it’s hard to check their casting bars, so you need to memorize the visuals of each pattern.

This boss is pretty easy as long as you have witchcraft. Bubbles can be used to lift the Rapter mobs (explained below when it spawns) and the nearby towers will kill the rapters for you. Basically you need to dodge the rapters while kiting the Taurus. Honestly, you can do the entire first room without a healer at all. If you die too much, spec defense or spec witchcraft, or get more mobility.

Once the boss has 80% HP, it spawns Rapters that only take 1 damage from your attacks. You need to align yourself so that the boss attacks hit the Rapters. Or you can just lift the Rapters will CCs like Bubble and the surrounding towers will attack the Rapters.

Try not to get lifted, because those towers will also hit you.

Once the boss has 40% HP, it will spawn a clone of itself which disappears in 40 seconds. The clone also can lift you so be careful. The purple traps in the middle lifts you up if you stand on it so be aware.

The easiest way to deal with the clone is to spawn a healing circle right where it’s supposed to spawn and make the clone aggro onto the healing circle at the start. If not possible, you can just ignore it and full DPS the boss.

1-2 Sturdy Taurus

If you get hit by the boss’ Sunder Earth, you will most definitely insta-die. (Unless you have a fuck ton of HP.) The main aggro just needs to move away from the boss and avoid the Sunder Earth.

When the boss hits 70% HP, it spawns suiciding robots. If you hit them, they explode and causes an AOE trip around itself. It’s stationary when spawns, but later on moves, so kill them asap. You can notice that the boss acts up weirdly if the main aggro dies. This is fixed in our version, so do not worry about it.

When the boss hits 40% HP, it spawns a clone that also does the same thing. The clone is immune to damage so it will eventually always get aggroed to the healer. But when it first spawns, it will initially aggro to whoever is closest to the clone. The aggro will eventually change to the healer, so the healer needs to heal while kiting the clone. Again, you can also use healing circle for this clone to dodge the whole mechanic.

1-3 Fortified Golem

For this boss, you also just have to be careful with the aggro. When the boss spawns, stick to the center of the map, so that the boss doesn’t move to somewhere else.

Stay inside the center quadrant like this.

At the start, out of the 9 quadrants of the map thorns spawn on all the quadrants except the center one. These thorns will trip you if you get hit.

This boss has 2 patterns and you only have to pay attention to one of the pattern. The boss’s normal attack is a shock attack and the boss shoots the attack towards the main aggro. If you get hit by it, you get pushed and tripped, so you need to avoid it by doing long stutter steps. You can see it how it’s done below.

You can see the red circle player is doing long stutter steps to avoid the shock attack.

The shock attack has a mini skill channel at the start and immediately starts a slightly longer skill channel. When the 1st mini channel ends, move to the side. Once the 2nd skill channel ends, go back to where you were.

Occasionally the boss spawns suicide robots on the 4 corners of the center quadrant so stay away from it. These suicide robots seems to blow up when it gets aggro.

When the boss reaches 60% HP, the thorns on the ground swap and only spawns at the center of the map. It also spawns the Mechanoid Hog looking boss clone you saw from 2nd phase of the 1st stage. Like the previous phase, this boss clone only gets aggro from the healer, so the healer needs to kite the clone.

At 40% HP, the thorns now spawn on the outer quadrants, so get back inside. The clone could still be alive depending on the amount of your DPS. If it is still alive, whoever has the aggro of the clone needs to kite the clone. Also again, you can use healing circle to dodge this mechanic.

Suicide bots will now spawn again on the outer quadrants, so a DPS (preferably an archer with missile rain) needs to blow them up to make the healer’s life easier.

During the entire time, the main aggro just needs to kite the shock attack.

How to kite the Shock Cannons

Dodge like this when there’s no mines.
Dodge like this when there’s mines on the corner.

1-4 Reinforced Taurus

So finally the 4th phase boss in level 1. Over all the patterns are identical to the 1st phase, but it uses Sunder Earth (that one shots people). Luckily it doesn’t spawn the rapters. Instead is spawns the suicide bots.

At the start, there’s no special pattern. Just look at the boss’ movements and react accordingly.

At 85%, a clone from the phase 2 spawns. Remember you need to pay attention with the clone as they can also do patterns. It can use Sunder

At 75%, 2 clones from phase 1 spawn. As always clones eventually aggro to healers, so its crucial for the healers to position correctly so that the clone attacks don’t hit the DPS.

At 50%, 2 clones spawn from phase 2, but they stay stationary and only uses Sunder Earth. This will one shot you. The best way to react to this pattern is to make whoever aggroed by these clones stay at the middle, so that the Sunder Earths won’t go on some weird direction. This helps your party members significantly, because now people can predict where the Sunder Earths are going to land.

At 20%, 1 clone from phase 4 spawns. It basically does all the patterns. Basically assume that all the clones will to all the patterns, since there’s too many clones in the map. Clones do disappear after 40 seconds since they are spawned though.

Damn the boss is too hard!

Hey, if the boss is too hard, whenever clones spawns, stop DPS entirely and kite patterns until the clones go away. After then, revive the dead, and continue with the boss.