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In 2011 or 2012, I attended a gathering upon an invitation from an old friend. During our conversation, my friend mentioned that Silkroad files had been leaked online and that he had set up a server. He then offered me the opportunity to start a server together. Initially, I did not take the proposal seriously and declined. However, during our second meeting, when he showed me the server he had set up, I changed my mind and decided to be part of the project, starting my journey in developing my skills in this field.
We prepared a Silkroad server under the name AKCeNT Online and, after our promotional efforts, launched the server. (The other servers with the same name in 2016-2017 were fake projects unrelated to us.) In a short time, we managed to attract a significant player base.
At that time, in addition to advertising on Facebook, which was highly active, we launched a comprehensive promotional campaign by renting all available billboards in densely populated districts such as Hereke, İzmit, Köseköy, and Körfez. We strategically placed these advertisements in urban areas, university campuses, and along bus routes, maximizing visibility and outreach.
This advertising campaign created a major impact in the game at that time. Many players in the region saw our billboard advertisements and participated in a Facebook sharing event, capturing and sharing photos of the ads. Unfortunately, we don't have many visuals from that period, but even the three images I managed to find are enough to keep the memory of this campaign alive.
About three years later, due to our increasing workload, we announced the closure date of the project and shut down our servers, stepping away from the Silkroad Online scene.
After a while, as my workload slightly eased, I started working on a new project on my own. This project was Rollet Online 120 Cap. (The other servers with the same name that appeared later, along with exploit-related videos circulating online, were fake projects unrelated to us.)
The 120 Cap project ran for approximately 2.5 to 3 years, but due to increasing mental fatigue and work commitments, I decided to shut it down. After announcing the closure date, all activities were halted, and I once again stepped away from the Silkroad scene.
However, I continued to renew the official domain of Rollet, www.rolletonline.org, even after the server was closed. As a result, the fake projects that emerged in our absence could only launch under www.rolletonline.com, but not under the .org domain.
Years later, I noticed that the official Facebook page of Rollet Online was being flooded with offensive messages. As I investigated the reason, I discovered that multiple fake servers had been launched under the Rollet Online name, offering 120 Cap, 80 Cap, 90 Cap, and 100 Cap versions. These servers were scamming players, and the victims were wrongly directing their anger at our official page. However, since I was no longer following the Silkroad scene at that time, I wasn't checking messages regularly and only realized the situation much later.
I responded individually to those who sent messages, explaining the situation, and also shared an announcement on our Facebook page. This experience rekindled my desire to launch a server again. Whenever I found the time, I began working on developing the 80 Cap version of Rollet Online.
On January 17, 2020, the Rollet Online 80 Level server was officially announced, with a plan to continue through Cap upgrades. At that time, the concept of "Cap Upgrade" was not widely known and was not taken seriously by many. Most players believed it was an impossible idea and even considered it a scam. Back then, the trending servers were usually short-lived—opened for a brief period, played a few Fortress Wars, and then shut down. However, the Rollet Online 80 Cap version remained active for 1.5 years before:
On August 20, 2021, our servers were upgraded to 90 Level, with all features restructured and enhanced. Since that day, we have been providing uninterrupted service at the 90 Cap version for 3.5 years. As we approach the completion of our 5th year in total;
On March 7, 2025, the Rollet Online server will be upgraded to the 100 Level version.
Rollet Online aims to prioritize justice and equality by providing players with an equal starting point and a balanced competitive environment. Every detail has been meticulously prepared to offer an experience that both newcomers and experienced players can enjoy. The satisfaction of our players and the sustainability of the game form the foundation of our development process.
All players start at level 24 in the 100-level version. No player will have an extra Skill Point (SP) advantage carried over from previous versions, ensuring that everyone competes under equal conditions. With this arrangement, we aim to eliminate potential power differences based on character progression at the start, as we believe that everyone should begin on equal footing.
During the transition to the 100-level version, no equipment or materials from previous versions that affect power will be transferred. All players will start under equal conditions, stepping into a fresh competitive environment.
Gold: The transfer of gold, the in-game currency, is strictly prohibited to ensure that new players do not gain any advantage. Everyone starts with the predetermined amount of starting gold on equal terms.
Silk: In the transition from the 90-cap version, which was played for 3.5 years, to the 100-cap version, players who achieved certain milestones were granted a limited silk transfer allowance. The total amount of silk transferred by all players was 74,550, which corresponds to a total monetary value of 11,285 TL.
On a server-wide basis, the 74,550 silk transferred, valued at 314$, corresponds to an average of 1,461 silk per player who participated in the transfer. The current monetary value of 1,461 silk is approximately $8 USD.
Our veteran players are not allowed to transfer any materials that affect power. The transition to the 100-cap version has been carefully planned to ensure balance for all players. Applications for material transfers from eligible accounts are transparently shared on our forum.
In the Rollet Online 100-cap version, players or teams from previous versions will not have any power advantage over new players. Only those who have achieved specific milestones will have a limited transfer right, granting them a silk advantage worth approximately $8 USD. Since the transfer rights for these players are restricted, they have mostly been used for non-power-related items such as preferred outfits and collection pets. The transfer of any materials that affect power is strictly prohibited.
The early game phase in the Rollet Online 100-cap version has been carefully designed to ensure an enjoyable progression for players. Just like in the previous 80-cap and 90-cap versions, this update also offers an experience where players can showcase their strategy and skills without unnecessary fatigue.
To maintain economic balance in the early game, items will not drop from mobs until level 70. However, you will still earn enough gold to cover your basic needs. This allows you to focus on the game without spending time or money on materials that will quickly lose their relevance.
The Token System in Rollet Online has been developed with the same ratio and technology as International Silkroad. Soldier’s Token and General’s Token can be used not only for acquiring equipment but also for obtaining essential materials such as stones, elixirs, reverses, and lucky powders. In the early game, you can comfortably progress by purchasing reverses with tokens. The token accumulation strategy will be a critical factor in determining the power balance among players, making the gap between strategic and non-strategic spenders increasingly evident.
All players, regardless of whether they are new or returning, start at level 24. Until level 40, players can collect Soldier’s Tokens from mobs in slots and use them to meet their needs at support NPCs in Downhang. From level 43 to 70, General’s Tokens start dropping from mobs, which can be used for further purchases from NPCs in Hotan.
The International Token System is designed to help players utilize their time efficiently and form strong parties to gain a competitive advantage. Special materials that can be acquired with tokens, such as Reverse, Lucky Powder, Return Scroll, Speed, Elixir, and Horse (Mount), become unavailable for purchase after level 75.
Since tokens are non-transferable, equal distribution cannot be ensured in parties where Exp-Item sharing is enabled when collected with pets. Faster pets continuously direct all tokens to the same player, causing an imbalance and leading players to avoid participating in parties.
To prevent this issue, a special system has been developed in Rollet Online. Soldier’s Token and General’s Token can only be collected by characters. If a player attempts to collect tokens with a pet, an on-screen warning message appears, and the action is blocked. This innovation ensures that all players accumulate tokens under equal conditions, maintaining fairness for everyone.
The early game experience in Rollet Online has been designed to emphasize skill and strategy, allowing everyone to compete on equal terms. All adjustments have been made to provide players with both an enjoyable and balanced gameplay experience.
Elixir success rates are a crucial mechanic that enhances the excitement and strategic depth of the game. This system is entirely based on chance, and the success rates represent the probability of an elixir increasing the plus (+) level of an equipment item. Now, we would like to explain the logic behind this mechanism.
The success rate represents the probability of a trial resulting in a positive outcome. For example:
Chance-based mechanics not only create excitement but also encourage strategic thinking. The need for players to develop different trial methods and strategies adds a unique layer of depth to the game. However, since the system is random, and you are not playing alone on the server, results are never guaranteed, meaning each player will have a unique experience.
Success rates also determine the average number of elixirs needed to reach a certain level. For example:
In Silkroad, Alchemy is designed in a way that, if you have enough materials, the system will always win against the player in the long run.
These averages take into account the resource consumption caused by failures. Since it is a chance-based system, sometimes luck may be on your side, and you might need fewer elixirs. However, at times, a streak of failures may require you to use significantly more elixirs.
Ultimately, one player's failure contributes to another's success, and vice versa.
All materials that can be purchased with gold on the server are listed here, and we are committed to making new materials accessible with gold as the game progresses. However, to maintain early-game balance, we are careful not to introduce too many additions at this stage.
While silk is valuable for players, our primary focus is on the gold economy. However, we do not intend to impose exorbitant prices just to force players to spend gold. Excessively high prices would create a disadvantage for newcomers in later stages. We value the gold economy, but we are not turning the game into a system solely based on unlimited caravan trading.
Having players constantly run caravans benefits neither you nor us. Excessive caravan activity leads to inflation within the server. If you previously needed to run five caravans, over time, you would be forced to run ten to keep up. Therefore, we aim to balance caravan activities and encourage players to engage in job wars instead.
Although Silkroad has largely turned into a "run caravans, earn gold" system in recent times, that is not the true essence of the game. The key aspect is to be part of the war and maintain enough economic power to survive.
One of the primary goals of private server developers is to ensure that gold retains its value in the game. However, under current conditions, gold inflation becomes inevitable in the long run due to the existing caravan system.
When we analyze how the caravan system functions, we see that players purchase goods from an NPC, transport them to another city, and sell them back to an NPC, generating constant profit. In this system, the most critical factor in trade—demand from real players—is always guaranteed. Since everyone can engage in the same activity and accumulate gold with ease, it becomes impossible to implement a balancing mechanism for the gold economy.
In theory, the thief profession is designed to act as a counterforce to trade, preventing excessive gold accumulation. However, in practice, the thief role often falls under the control of a few early-dominating players or specific player groups, limiting its effectiveness throughout the game's lifespan. As a result, traders continue to generate consistent profits without significant obstacles, leading to gold inflation, which eventually becomes a serious issue. To balance the gold supply, server owners often introduce high-cost materials, such as dungeon entry stones, which can only be purchased with large amounts of gold. However, this approach disrupts the game's balance. While wealthy and actively playing players can easily afford these materials, newcomers and players who have fallen behind struggle to obtain them. This creates an unfair gap, making it difficult for newer players to compete, ultimately causing them to lose interest and leave the game. We have previously implemented similar strategies in the past, but over time, we have come to realize that this approach harms all servers in the long run—including ours.
As a result, the uncontrolled profit mechanism of the caravan system and the devaluation of gold only serve to reward strong players, while putting the rest of the player base at a disadvantage. Therefore, to create a more balanced gold economy, it is essential to develop innovative systems and mechanisms. Although many criticize International Silkroad for its handling of this issue, Joymax developers were ultimately forced to update the Job system. Automated caravan bots, bypassed limits, multiple internet connections in homes, proxies, 8-10 physical computers, and virtual machines—these are endless, unpreventable exploits. The only way to counter them was to change the system itself, and that’s exactly what was done.
As vSRO-based servers, developing an entirely new Job system like International Silkroad is not impossible with today's knowledge, but it is certainly not an easy task. Therefore, we must work together to enhance, balance, and, if necessary, make the existing Job system more challenging to overcome these problems effectively.
To make the caravan system in Silkroad more balanced and exciting, we aim to increase interaction between professions and make caravan activities more challenging. In the current system, the skill-less bot thief and hunter NPCs that spawn during caravan runs are generally ineffective. When their numbers increase, they negatively impact game performance. Traders no longer accept hunters and feel no security concerns because, in today’s Silkroad, it’s not about 10 or 20 traders—it’s about 100 traders tracing each other and running caravans together. Meanwhile, we expect a handful of thieves to stop 100 coordinated traders, which is simply unrealistic. Finding enough thief players to maintain balance is nearly impossible.
To address this issue, Rollet Online introduces new caravan threats that will attack traders and thieves like real players during caravan activities. These new threats have the following features:
They mimic real player movements within the game, providing a more challenging and dynamic combat experience.
They deal high damage to pets but low damage to characters: These threats are designed to endanger caravan pets rather than directly targeting the players themselves.
The NPC thieves that spawn from a single trader's caravan will also attack the pets of nearby traders. This means that if 100 traders attempt to run a caravan without sufficient hunters, they will ultimately end up destroying themselves.
The ease of caravan activities will be significantly reduced, requiring players to plan their runs more carefully to succeed.
With this adjustment, the Hunter profession will become more valuable than ever. Since caravan threats focus on attacking pets, traders will require strong hunters to ensure their protection. As a result, traders will no longer be able to gather in groups of 100 and include bot accounts in their caravan runs. This change will increase interaction between professions and create a healthier balance between them. Additionally, all updates and modifications implemented for this system will also apply to the Thief profession.
We believe that the three-profession job system is essential for fostering competitive strategies and intense battles in today's Silkroad. There will be only a 30-minute cooldown when switching to a rival profession, with no other restrictions in place. Additionally, since the International Token System is implemented in the new version, caravan activities will only be available after level 75.
Caravan activities can be carried out in the cities of Jangan, Downhang, and Hotan.
There are three different normal transport pets available at in-game NPCs for levels 75, 90, and 95. There is no special transport pet sold for silk in the F10 store. The use of special transport pets is only available to players who complete the "Veteran Trader" and "Sly Thief" achievements in the Achievements section. Players who earn these achievements will gain access to two exclusive, more powerful, and non-exhaustible transport pets. The "Sly Thief" achievement unlocks a special transport pet exclusively for Thieves. The "Veteran Trader" achievement unlocks a special transport pet exclusively for Traders.
Special caravan hours, NPCs, and missions are restricted during the early game phase and will not be accessible.
Seal of Moon and Seal of Sun items from 4th to 8th Degree can be obtained and upgraded using tokens collected from slots. During this process, the game provides players with the necessary materials and item support. However, after 8th Degree, this support ends, and players must rely entirely on their own strategies and achievements to progress.
9th Degree Seal of SOS, SOM, and SUN items can drop from all mobs between levels 76 and 90. Additionally, they can be obtained from the Dimension Hole (Kalia's Hideout - ★★) dungeon. Dungeon entry materials are not sold for gold at NPCs. Instead, players must defeat Dimension Pillars that spawn in level-appropriate slots to collect entry stones for the dungeon
10th Degree normal items can drop normally from mobs corresponding to the item's level. In the 100-cap version, Chest, Legs, and Necklace are level 100 items. However, since there are no level 100 slot mobs, the final versions of these items do not drop from slots. The level 100 items listed below can only be obtained from designated special areas.
All uniques in Job Cave have a chance to drop 100-level final items. Additionally, players can obtain various silk items as rewards.
Another key source for obtaining 100-level final items is Medusa. Defeating Medusa requires strong teamwork and coordination.
An alternative method must be available for players who cannot participate in event hours due to heavy work schedules or shift-based working conditions. In Hall of the Invaders Dungeon, players can obtain 100-level versions of final items, allowing them to progress at their own pace without being tied to fixed event schedules. Similarly, entry tickets for this dungeon are not sold for gold at NPCs. Instead, players must defeat Dimension Pillars that spawn in level-appropriate slots to collect the necessary entry stones.
In Silkroad's history, item balance has always been a controversial topic among players. In the past, SOS, Moon, and Sun items were commonly dropped in every era. However, for today’s players, this system has become problematic. The early acquisition of powerful items, especially Seal of Sun, disrupts game balance, negatively affecting competition and fairness among players.
When all SOX item groups have open drop rates, obtaining Sun items becomes significantly more difficult, resulting in a limited number of players being able to acquire them. This imbalance leads to some players becoming excessively powerful, while others struggle to keep up. Additionally, the rarity of these items causes them to become overvalued, allowing their owners to demand extremely high prices, which in turn creates major economic disparities in in-game trading.
In the 100-cap version, we approach the game in three distinct phases.
The main issues with this system are having to buy 40 silk Immortal separately for each item type and the excessively long transition period to the second phase.
First, players constantly spend 40 silk on Immortal for normal items, then again when they obtain Moon, and once more when they reach Sun. This cycle eventually causes players to stop upgrading their items and lose interest in the game. Forcing players to repeatedly purchase Immortal at full price for temporary items makes the game costly and unsustainable. Charging 40 silk separately for each SOX group is neither fair from the players' perspective nor ethical in terms of game balance.
Dividing the game into three separate phases allows players who join during the second phase to compete in terms of item power. Additionally, it enables us to adjust drop rates in a way that ensures a broader player base can access them more fairly at each stage.
We aim to make Alchemy processes more cost-effective by offering Immortal options that adapt to each phase of the game. To achieve this, we are introducing three different Immortal types, each tailored to a specific stage of progression.
Since the server is structured in three phases, Seal of Moon set, accessory, and shield drops become available in Phase 2 and can be obtained from slots. Additionally, the Dungeon of Death is activated during this phase, providing players with the opportunity to collect items for Seal of Moon weapons.
Players who complete all collections can obtain a Seal of Moon weapon by submitting their collected sets. Since collections are tradeable, players can exchange surplus cards and support their teammates through trading and collaboration.
Additionally, since we have divided the game into different phases, drop rates in each phase will be significantly more accessible compared to the 80 and 90-cap versions.
Grab pets are divided into two types:
Grab pets obtained through Magic Pop start with both pages open by default and can be used this way permanently. (The pet itself is not permanent, but there is no time restriction on the second page being open.)
For years, attack pets in Silkroad were used with standard features. Over time, developers introduced debuff abilities to these pets, adding a new layer of gameplay. Later, Fellow pets were introduced with an innovative mechanic that required players to manually activate buffs. Each of these developments was highly successful for its respective era.
We find International Silkroad's Pet2 system to be highly successful. However, since this feature has not yet been integrated into vSRO-based servers, we are focusing on updating the existing attack pet system to ensure that these pets are more actively used in the game.
In the 100-cap version, Fellow pets obtained in the 80 and 90-cap versions will:
Our main goal here is to allow players who achieved certain milestones in the 80 and 90-cap versions to carry over their Pet2-style pets into the 100-cap version, while also maintaining visual balance for new players. To achieve this, we are also providing one Pet2 to new players, ensuring that no one feels visually disadvantaged and preventing any potential dissatisfaction.
In the first phase of the game, specially enhanced Fellow pets are not available. However, they are planned to be introduced in later phases for players to access.
Enhanced Fellow pets are equipped with special attack mechanics and sound effects, featuring high defense and attack power. Thanks to these attributes, they become more durable and effective companions in battles, providing players with a stronger and more strategic advantage.
Silk Scroll is one of the most essential materials in the game, as it allows players to conduct secure trades, helps those who feel left behind due to busy work schedules to catch up using silk, and facilitates Gold-Silk trading. We support the presence of Silk Scrolls in the game because they maintain economic balance among players and add dynamism to in-game trading.
In Rollet Online, you do not need to create a stall character to facilitate trading. The consignment system allows you to conduct transactions offline. However, it's important to note that materials placed in consignment cannot be retrieved by their owner for 28 days, and if forgotten, they will be permanently deleted.
In our 80 and 90-cap versions, we developed a system that allowed the use of special Job skills based on Job suit levels. While this system initially functioned smoothly, over time, it led to balance issues.
Based on these experiences, in the 100-cap version, we are completely separating special Job skills from suit and level requirements. With this change, we aim to introduce a new, fairer, and more competitive way for players to access Job skills, ensuring better balance across all professions.
In the 100-cap version, there are separate Job Caves for 8th, 9th, and 10th Degree, featuring different mobs, varying difficulty levels, and sequential Job missions. This new system not only supports player progression through Job missions but also allows for the unlocking and upgrading of special abilities within each build's skill set. Additionally, since all builds use the same Job skills, each Job group and build will have an equal advantage, ensuring a more balanced and competitive gameplay experience.
In Rollet Online, over 190 new quests, 30+ new NPCs, Job teleports, and more support NPCs required a comprehensive map overhaul to make them clearer. As the first step, we removed unnecessary informational text and reorganized NPC icons' colors for better clarity and navigation.
In Silkroad, having all NPC icons set to green by default reduced the selectivity of information on the map and made navigation more complex. To address this, we introduced new color-coded icons that make it easier to distinguish each NPC type. With this update, players will be able to easily locate NPCs they need for quests, teleport points, and areas where they can receive support. This improved map design, both visually and functionally, will make the in-game experience much more fluid and enjoyable.
Thanks to this update, players will be able to easily find quest NPCs, teleport points, and areas where they can receive support. This visually and functionally improved map design will make in-game navigation clearer, ensuring that players have a more efficient and seamless experience.
The Green icons on the map represent static NPCs belonging to Joymax (such as weapon vendors, ring vendors, and caravan masters). These NPCs are core game NPCs, and their locations remain fixed.
The Turquoise icons on the map represent trade and shopping points that will support you from level 24 to level 70.
The Orange icons on the map indicate Job quests, Job NPCs, and Job teleport points. You can easily find all Job-related activities through these icons.
The Red icons on the map represent the NPCs and quest locations for individual quests that you will undertake from level 24 to level 100.
The Yellow icons on the map represent the NPCs where you can accept and turn in the Adventure, Group, Escort, Cinematic, and Rank quests during your journey on the server.
For years, emulation servers have launched with Joymax’s quests, typically offering players only EXP and SP as rewards. Many servers, including ours in the past, would add 15-20 quests to 1-2 NPCs and consider the quest system finished. However, we’ve been working on rebuilding the quest system from scratch for a long time in the background. We believe that in an MMORPG, quests should not only provide experience points, but also support players with materials and special rewards. With that in mind, we are now stepping away from the traditional approach and are excited to offer all our players a completely new quest experience that we’ve designed from the ground up.
In Rollet Online servers, the grinding zone quests from Joymax have been completely disabled. For example, in a typical private server, you would pick up a quest from the weapon vendor and take it to the potion vendor, but in Rollet, all quests, including their rates, numbers, rewards, EXP/SP ratios, NPC coordinates, NPCs, and storylines, have been completely rewritten from scratch by us.
The added quests go beyond the classic "pick up from 1 NPC, deliver to 1 NPC" structure, offering a more immersive experience. As you progress in the game, you will interact with NPCs located in over 30 new coordinates, discovering more than 190 quests. These quests not only contribute to leveling up but also provide materials and rewards that will help you in the game world. The new quest system has been carefully designed to add both variety and depth to your gameplay experience.
You can easily track all the quests you’ve completed and are currently working on by pressing the H key and accessing the Quest section. Similar to Joymax, many quests are unlocked in a sequential order. For example, you will not be able to start the quest in Hotan that is linked to a quest in Downhang until you complete the latter. The quest will not appear in the relevant NPC or the H-Quest guide area. Instead, only the quests you need to complete at the moment will be listed in both the guide and the NPCs. As you complete your quests, new tasks will be automatically added to the guide, allowing your progress to continue smoothly. The updated quest system closely mirrors all the technologies offered by Joymax, providing players with comprehensive and detailed guidance throughout their journey.
Socket Stones were first introduced in Silkroad with 11th Degree items and could only be applied to equipment of that degree or higher. Rollet Online, starting from 80-cap, made socketing available to players, allowing them to enhance their equipment and diversify their combat strategies. We continue to support the active use of Socket Stones in the 100-cap version as well.
In the Rollet Online 100 Cap version, we are introducing a user-friendly interface that allows you to track dropped items and materials in real-time. With this interface, you can access all the details of important drops live, without the need for additional software like Discord.
The material groups that can be tracked through the interface are:
The information you can track through the interface:
One of the common long-term issues in Silkroad is elixir shortage. As the demand for elixirs increases, the supply may become insufficient, which can lead to some players withholding their elixirs from the market, artificially raising prices. This especially makes it difficult for players with limited budgets to access elixirs. When this happens, we organize various collecting and breaking events to provide elixir swap support to the server, helping stabilize the artificially inflated elixir prices back to their normal rates.
PK (Player Killing) refers to a player killing another player outside of towns or in other areas, with certain risks involved. In the early Silkroad days, the risks of the PK system were quite severe. When a player was PKed, they would lose 2%-4% of their EXP and their SP points would be reset, which were considered significant penalties. Players would even prepare by destroying their gap and spending their SP before engaging in PK. However, in modern private Silkroad servers, these penalties are no longer sufficient. We aim to modernize the PK system to offer players a more dynamic and strategic experience.
As your PK frequency and PK level increase, the amount of EXP and SP you lose will gradually rise. If your PK level becomes too high, it could even lead to level losses. The goal of this adjustment is to transform PK from a behavior where players constantly and without consequence disturb each other into a mechanism that requires players to take certain risks. We see the PK system as a feature that not only allows us to vent our frustration against opponents who avoid PvP, but also encourages players to think strategically. When used in a balanced way, it adds excitement to the game.
In the 80 and 90-cap versions, Magic Pop was primarily used for content that stood out visually. To avoid disrupting the game's balance, only items like the Int +5 / Str +5 Gold Dragon Flag that do not significantly impact power were included, with no other materials affecting power being added.
In the 100 Cap game version:
We offer 3 types of Magic Pop cards on the server.
All Flags obtained from Magic Pop are won with Str 5 - Int 5. In future updates, Flags with different visuals will be added, but the power values of the Flags you earn will always remain fixed at Str 5 - Int 5.
The ADV items obtained from Magic Pop range from 6-8 Degree. The ADV system on the server will continue to operate in its original form. Items that are raised to +7 using tokens, fully blue upgraded, and broken can be used in the production of +2 ADV for the next degree. When 10 Degree items are broken, they will not provide 11 Degree items but will instead provide 10 Degree ADV.
We periodically add special avatars to the Magic Pop section. These avatars do not provide any extra power, but they feature a more diverse and aesthetic design compared to the avatars available in F10.
Grab pets obtained from F10 work with 1 page of inventory, while Grab pets added to the Magic Pop rotation have a 2-page inventory capacity.
We plan to periodically add different Devil's Spirits to Magic Pop. These changes will be made solely to offer visual variety and will not create any difference in terms of power.
In Silkroad, normally when you use this material, the Consignment system does not charge taxes. However, since the Consignment system on Rollet Online servers already operates tax-free, there is no need for you to purchase this premium for tax advantages.
Tiger Tablet of the Sales King provides the following advantages:
NOTE: This material will not be active in the early game stage and may never be used. It is being introduced solely to inform players that such a feature exists on the server.
Premium Job Detection automatically disables Job privacy for players at random times each day. These periods are set to random time intervals, with the activation time ranging between 6-8 hours daily. This feature aims to increase strategy and competition in Job activities. Players will now need to participate in the game not only with scripts and bots, but also with instant decisions and reactions. Especially for caravan traders, they will have to carefully evaluate the presence of active Thieves and Hunters during caravan activities, while Thieves will experience a more dynamic and goal-oriented gameplay. Premium Job Detection brings a new level of excitement to the Job system, inviting all players to a more active and competitive game world. With this feature, Job activities shift from being a routine process to a more strategic experience.
If the icon on your game screen is Green, it means that no player from the opposing Job has their Job suit equipped in the game. In this case, if you are a Trader, the game is considered safe.
If the icon on your game screen is Yellow, it means that a player from the opposing Job is in the game but is idle (AFK).
If the icon on your game screen is Red, it means that at least one player from the opposing Job is active and moving in the game.
Only one icon will appear on your game screen, and this icon will automatically change color and shape based on Job activities. No extra actions, such as teleportation, are required. It operates live, allowing you to track the status in real-time.
In Silkroad, the process of buffing is currently seen as a waste of time. Instead of completely removing this process or making buffs permanent, we aim to provide a more harmonious solution. By preserving the strategic and visual aesthetic value of the buff mechanic, we are increasing the buff activation speed by 50%. This change allows players to focus on their battles faster, without disrupting the game pace, ensuring a smoother gameplay experience.
Achievements have a special system at their core, but there are certain challenges when it comes to reward balance in Silkroad. It’s possible to add 50 different achievements, but offering satisfying and valuable rewards is often not feasible. We do not support achievements that give 200-500 silk as rewards, since players can already acquire silk at low prices.
Therefore, in the 100 Cap version, we have kept the number of achievements more limited and focused on ensuring that the rewards are more functional and truly beneficial for the players.
Jangan Cave is known for a common and unresolved bug on vSRO-based servers. The mobs move beyond their designated range and begin running towards walls. Upon hitting the walls, the game spawns new mobs with every collision. This issue occurs on every floor and every slot, causing the cave to quickly fill with mobs. As a result, within 1-2 days, the server becomes overloaded, leading to lag. Because of this bug, servers generally prefer not to use Jangan Cave.
The bug triggered in Jangan Cave has been fixed on all floors in Rollet Online servers. In the 100 Cap version, we are choosing Jangan Cave as the slot area and activating all the special quests located in this region.
These are the colored Devil's Spirit variants that we plan to add to the Magic Pop rotation at specific intervals. They have no difference in power compared to the Devils in F10, and are designed purely for aesthetic purposes.
These are the Angel’s Spirit variants that we plan to add in the third phase of the 100 Cap version. In terms of power, they differ from the previous Devil’s Spirits.
We have been actively using damage, defense, and heal flags in fortress wars for years. To add more strategy and depth to the fortress war concept, we are introducing 2 new Fortress War Flags with additional features.
We consider it risky for the winning team of the fortress to earn a large amount of gold, so we keep tax rates low for balance purposes. Instead, we aim to balance this gap by offering various privileges in the production area to the guilds that win the fortress.
In the 100 Cap version, we are introducing a special material that, when used, increases the Zerk duration for 1 hour.
The Sabakuns material being obtainable through events and adding permanent + to Devils creates a disadvantage for new players in the long term. Selling it for Silk also disrupts the power balance too much, so it is not one of our options. Therefore, a material that adds permanent + to Devils will not be available on our server. Instead;
Players who remember the material from International Silkroad will surely recognize it. This material adds a random + value between 1 and 10 to a Devil for a limited period of time. In Rollet Online, this material will provide a random + value for 4 hours, and once the time expires, its effect will be lost. Players can use this material repeatedly until they obtain a higher + value.
By pressing the "W" key in the game, you can access this interface, which allows you to view your character's current gold and SP information, as well as the Caravan and Battle Arena Kill limits in real-time.
Every Silkroad player is familiar with this event. The Capture The Flag event will start in an active state during the early stages of the game. In this event, the rewards shown in the image can be randomly won by exchanging the kills obtained inside the event and the trophies sent at the end at the Event So-Ok NPC.
Battle Arena Score is a well-known event, usually in an 8v8 format, where players are distributed across specific maps and earn points by killing mobs and defeating opponents. However, the Battle Arena in Rollet Online differs from the system provided by Joymax; it has been specially designed, and only this version of the event is available on the server.
For example, in a Battle Arena event with a total of 50 participants, the event will divide the teams into 25-25, and all participants will be sent to the large map.
Players detected as AFK will be automatically placed into a 3-minute ban by the system. Once this time expires, the player will be disqualified from the event, and their account will be re-enabled for login.
To prevent this situation, we allow a team to gain a maximum of 200 points of lead in the Battle Arena event. Once the 200-point difference is reached, the leading team's point gain completely stops. For example, if the score is 260/60, the Red team’s points cannot increase beyond 60, while the Blue team’s points will not go above 261 until the Red team’s score reaches 61.
Thanks to this system, the trailing team always has the opportunity for a comeback, and in Rollet, Battle Arenas are filled with just these kinds of exciting comebacks.
The X-O event is a True/False game.
Players who choose the wrong side will be disqualified.
Players who make the correct choice will continue with the remaining players to the next questions.
In the Numerical Pursuit event, all the numbers given to participants are random and unique. Participants need to collect the numbers in order from the areas where they randomly drop on the map.
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The game requires participants to collect 300 of each of the randomly spawned Moon and Sun materials on the map.
For example: If you are in the Sun Team, you should only collect Sun materials and try to reduce the 300 in your team's score section to 0.
In the image above, the Sun Team won the first section because they successfully reduced the material count from 300 to 0.
Balloon Detectives is an event where players aim to progress to the next round by collecting materials from the balloons that spawn in Jangan Cave.
The event is currently in development. Once it is added to the server, we will announce the details on our forum.
In this event, STR and INT players are sent to different arenas and attempt to collect points from the uniques that spawn over 10 rounds.
In this event, participants are automatically divided into two teams. The system designates one team as the attacking side and the other as the defending side.
All players participating in the event are randomly assigned to the Red and Blue teams. Before the event starts, each player is assigned a lucky number, ensuring that all players have equal chances. This way, the event starts fairly, and every player’s opportunity is the same.
The number of players in each team is displayed on the scoreboard. However, this is not a score table; it only indicates the number of players in each team.
For example, in the table shown:
In the event area, skills that can deal damage to multiple targets are forbidden and cannot be used. All players are only allowed to attack single targets.
There are 2 main objectives in this event:
Participation in the Styria Clash event is only available in Job mode.
The Shambala event is a 4-level challenge event. Players try to advance to the next level by dropping keys from mobs on each level. Those who find a key before the room limit is reached will advance, while the others will be eliminated.
Server Dungeon is a challenging dungeon consisting of 10 floors, filled with champion, giant, elite, and unique monsters, and is open to the entire server. It becomes active in the 3rd stage of the game, and Seal of Sun items can be dropped inside.
Each floor is packed with increasingly difficult mobs that test the endurance of players.
The Unique Event is a battle that takes place in two separate arenas: STR and INT. Participants can see each other's area but cannot interfere.
Teams are balanced based on the number of participants:
This event is the classic individual Survival Arena that everyone is familiar with. All players are placed in their designated areas, and the event begins.
To ensure a fair competition:
Battle of Teams is an event where four randomly formed teams compete to destroy the Tower inside. What makes this event unique is that at the end of each round, one team is eliminated, and the remaining players are randomly reassigned to new teams.
In this event, you might start in the strongest team in Round 1, but end up in a weaker team in Round 2. A player who reaches the final round will have their team and teammates changed a total of 3 times.
Example: If 11 players join, 8 players will be placed into four teams as 2+2+2+2, while the remaining 3 players will be forced to sit out of the event.
Drunk Event is one of the classic events that has been known for many years. Before the event begins, players try to move their characters to a safe spot. During the event, characters do not move to the clicked location but instead move randomly in unexpected directions, creating a chaotic environment. As players struggle to regain control, they experience fun and unpredictable moments.
The Mined Mob event features a total of 60 mine mobs. These mobs target a participant, kill them, and then self-destruct. Each destroyed mob respawns after 10 seconds.
To succeed in this event, you need to track the mobs like a card counter in poker. If a mob spawns within your line of sight, it is definitely not a reward-giving mob, and you should not attack it.
Etkinlik Detayları:
This event is the classic LMS (Last Man Standing) that everyone is familiar with. From the moment the event begins, the last surviving player inside becomes the winner.
In the event area, characters cannot walk; they can only move using sliding skills available to all builds in the Force/Event section. A reward spawns at a random location in the area. The first player to find and collect the reward wins the event, and the event ends immediately.
The goal of the event is to destroy the Tower in Muhan city. However, the city is guarded by game soldiers who heal each other, protect one another, push players away, and create obstacles, making the challenge more difficult. This event is not team-based but individual. All players enter Muhan city and attempt to destroy the Tower. The player who successfully destroys the Tower becomes the winner of the event
We prepared a Silkroad server under the name AKCeNT Online and, after our promotional efforts, launched the server. (The other servers with the same name in 2016-2017 were fake projects unrelated to us.) In a short time, we managed to attract a significant player base.
At that time, in addition to advertising on Facebook, which was highly active, we launched a comprehensive promotional campaign by renting all available billboards in densely populated districts such as Hereke, İzmit, Köseköy, and Körfez. We strategically placed these advertisements in urban areas, university campuses, and along bus routes, maximizing visibility and outreach.
This advertising campaign created a major impact in the game at that time. Many players in the region saw our billboard advertisements and participated in a Facebook sharing event, capturing and sharing photos of the ads. Unfortunately, we don't have many visuals from that period, but even the three images I managed to find are enough to keep the memory of this campaign alive.
About three years later, due to our increasing workload, we announced the closure date of the project and shut down our servers, stepping away from the Silkroad Online scene.
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After a while, as my workload slightly eased, I started working on a new project on my own. This project was Rollet Online 120 Cap. (The other servers with the same name that appeared later, along with exploit-related videos circulating online, were fake projects unrelated to us.)
The 120 Cap project ran for approximately 2.5 to 3 years, but due to increasing mental fatigue and work commitments, I decided to shut it down. After announcing the closure date, all activities were halted, and I once again stepped away from the Silkroad scene.
However, I continued to renew the official domain of Rollet, www.rolletonline.org, even after the server was closed. As a result, the fake projects that emerged in our absence could only launch under www.rolletonline.com, but not under the .org domain.
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I responded individually to those who sent messages, explaining the situation, and also shared an announcement on our Facebook page. This experience rekindled my desire to launch a server again. Whenever I found the time, I began working on developing the 80 Cap version of Rollet Online.
On January 17, 2020, the Rollet Online 80 Level server was officially announced, with a plan to continue through Cap upgrades. At that time, the concept of "Cap Upgrade" was not widely known and was not taken seriously by many. Most players believed it was an impossible idea and even considered it a scam. Back then, the trending servers were usually short-lived—opened for a brief period, played a few Fortress Wars, and then shut down. However, the Rollet Online 80 Cap version remained active for 1.5 years before:
On August 20, 2021, our servers were upgraded to 90 Level, with all features restructured and enhanced. Since that day, we have been providing uninterrupted service at the 90 Cap version for 3.5 years. As we approach the completion of our 5th year in total;
On March 7, 2025, the Rollet Online server will be upgraded to the 100 Level version.
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Silk: In the transition from the 90-cap version, which was played for 3.5 years, to the 100-cap version, players who achieved certain milestones were granted a limited silk transfer allowance. The total amount of silk transferred by all players was 74,550, which corresponds to a total monetary value of 11,285 TL.
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Our veteran players are not allowed to transfer any materials that affect power. The transition to the 100-cap version has been carefully planned to ensure balance for all players. Applications for material transfers from eligible accounts are transparently shared on our forum.
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To maintain economic balance in the early game, items will not drop from mobs until level 70. However, you will still earn enough gold to cover your basic needs. This allows you to focus on the game without spending time or money on materials that will quickly lose their relevance.
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All players, regardless of whether they are new or returning, start at level 24. Until level 40, players can collect Soldier’s Tokens from mobs in slots and use them to meet their needs at support NPCs in Downhang. From level 43 to 70, General’s Tokens start dropping from mobs, which can be used for further purchases from NPCs in Hotan.
The International Token System is designed to help players utilize their time efficiently and form strong parties to gain a competitive advantage. Special materials that can be acquired with tokens, such as Reverse, Lucky Powder, Return Scroll, Speed, Elixir, and Horse (Mount), become unavailable for purchase after level 75.
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To prevent this issue, a special system has been developed in Rollet Online. Soldier’s Token and General’s Token can only be collected by characters. If a player attempts to collect tokens with a pet, an on-screen warning message appears, and the action is blocked. This innovation ensures that all players accumulate tokens under equal conditions, maintaining fairness for everyone.
The early game experience in Rollet Online has been designed to emphasize skill and strategy, allowing everyone to compete on equal terms. All adjustments have been made to provide players with both an enjoyable and balanced gameplay experience.
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The success rate represents the probability of a trial resulting in a positive outcome. For example:
- If the success rate is 50%, on average, one out of every two attempts will be successful.
- If the success rate is 25%, on average, one out of every four attempts will be successful.
Chance-based mechanics not only create excitement but also encourage strategic thinking. The need for players to develop different trial methods and strategies adds a unique layer of depth to the game. However, since the system is random, and you are not playing alone on the server, results are never guaranteed, meaning each player will have a unique experience.
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Success rates also determine the average number of elixirs needed to reach a certain level. For example:
- With a 50% success rate, you are expected to use an average of 2 elixirs to pass a level.
- With a 10% success rate, you may need around 10 elixirs on average.
In Silkroad, Alchemy is designed in a way that, if you have enough materials, the system will always win against the player in the long run.
These averages take into account the resource consumption caused by failures. Since it is a chance-based system, sometimes luck may be on your side, and you might need fewer elixirs. However, at times, a streak of failures may require you to use significantly more elixirs.
Ultimately, one player's failure contributes to another's success, and vice versa.
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While silk is valuable for players, our primary focus is on the gold economy. However, we do not intend to impose exorbitant prices just to force players to spend gold. Excessively high prices would create a disadvantage for newcomers in later stages. We value the gold economy, but we are not turning the game into a system solely based on unlimited caravan trading.
Having players constantly run caravans benefits neither you nor us. Excessive caravan activity leads to inflation within the server. If you previously needed to run five caravans, over time, you would be forced to run ten to keep up. Therefore, we aim to balance caravan activities and encourage players to engage in job wars instead.
Although Silkroad has largely turned into a "run caravans, earn gold" system in recent times, that is not the true essence of the game. The key aspect is to be part of the war and maintain enough economic power to survive.
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One of the primary goals of private server developers is to ensure that gold retains its value in the game. However, under current conditions, gold inflation becomes inevitable in the long run due to the existing caravan system.
When we analyze how the caravan system functions, we see that players purchase goods from an NPC, transport them to another city, and sell them back to an NPC, generating constant profit. In this system, the most critical factor in trade—demand from real players—is always guaranteed. Since everyone can engage in the same activity and accumulate gold with ease, it becomes impossible to implement a balancing mechanism for the gold economy.
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As a result, the uncontrolled profit mechanism of the caravan system and the devaluation of gold only serve to reward strong players, while putting the rest of the player base at a disadvantage. Therefore, to create a more balanced gold economy, it is essential to develop innovative systems and mechanisms. Although many criticize International Silkroad for its handling of this issue, Joymax developers were ultimately forced to update the Job system. Automated caravan bots, bypassed limits, multiple internet connections in homes, proxies, 8-10 physical computers, and virtual machines—these are endless, unpreventable exploits. The only way to counter them was to change the system itself, and that’s exactly what was done.
As vSRO-based servers, developing an entirely new Job system like International Silkroad is not impossible with today's knowledge, but it is certainly not an easy task. Therefore, we must work together to enhance, balance, and, if necessary, make the existing Job system more challenging to overcome these problems effectively.
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To make the caravan system in Silkroad more balanced and exciting, we aim to increase interaction between professions and make caravan activities more challenging. In the current system, the skill-less bot thief and hunter NPCs that spawn during caravan runs are generally ineffective. When their numbers increase, they negatively impact game performance. Traders no longer accept hunters and feel no security concerns because, in today’s Silkroad, it’s not about 10 or 20 traders—it’s about 100 traders tracing each other and running caravans together. Meanwhile, we expect a handful of thieves to stop 100 coordinated traders, which is simply unrealistic. Finding enough thief players to maintain balance is nearly impossible.
To address this issue, Rollet Online introduces new caravan threats that will attack traders and thieves like real players during caravan activities. These new threats have the following features:
They mimic real player movements within the game, providing a more challenging and dynamic combat experience.
They deal high damage to pets but low damage to characters: These threats are designed to endanger caravan pets rather than directly targeting the players themselves.
The NPC thieves that spawn from a single trader's caravan will also attack the pets of nearby traders. This means that if 100 traders attempt to run a caravan without sufficient hunters, they will ultimately end up destroying themselves.
The ease of caravan activities will be significantly reduced, requiring players to plan their runs more carefully to succeed.
With this adjustment, the Hunter profession will become more valuable than ever. Since caravan threats focus on attacking pets, traders will require strong hunters to ensure their protection. As a result, traders will no longer be able to gather in groups of 100 and include bot accounts in their caravan runs. This change will increase interaction between professions and create a healthier balance between them. Additionally, all updates and modifications implemented for this system will also apply to the Thief profession.
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Caravan activities can be carried out in the cities of Jangan, Downhang, and Hotan.
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Special caravan hours, NPCs, and missions are restricted during the early game phase and will not be accessible.
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All uniques in Job Cave have a chance to drop 100-level final items. Additionally, players can obtain various silk items as rewards.
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Another key source for obtaining 100-level final items is Medusa. Defeating Medusa requires strong teamwork and coordination.
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In our 80 and 90-cap versions, we chose to keep the drops for Moon and Sun items available throughout the entire game. We remained transparent with our players, delivering the content as promised without employing strategies like claiming an item was available while keeping it restricted. However, this approach led to some players gaining power too quickly, which disrupted damage balance and overall competition. Considering the community's feedback, we are now prioritizing player expectations over simply preserving originality.When all SOX item groups have open drop rates, obtaining Sun items becomes significantly more difficult, resulting in a limited number of players being able to acquire them. This imbalance leads to some players becoming excessively powerful, while others struggle to keep up. Additionally, the rarity of these items causes them to become overvalued, allowing their owners to demand extremely high prices, which in turn creates major economic disparities in in-game trading.
In the 100-cap version, we approach the game in three distinct phases.
The main issues with this system are having to buy 40 silk Immortal separately for each item type and the excessively long transition period to the second phase.
First, players constantly spend 40 silk on Immortal for normal items, then again when they obtain Moon, and once more when they reach Sun. This cycle eventually causes players to stop upgrading their items and lose interest in the game. Forcing players to repeatedly purchase Immortal at full price for temporary items makes the game costly and unsustainable. Charging 40 silk separately for each SOX group is neither fair from the players' perspective nor ethical in terms of game balance.
Dividing the game into three separate phases allows players who join during the second phase to compete in terms of item power. Additionally, it enables us to adjust drop rates in a way that ensures a broader player base can access them more fairly at each stage.
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- Magic Stone of Immortal (SOS & Final Items): 25 Silk
- Magic Stone of Immortal (Seal of Moon Items): 30 Silk
- Magic Stone of Immortal (Seal of Sun Items): 40 Silk
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Players who complete all collections can obtain a Seal of Moon weapon by submitting their collected sets. Since collections are tradeable, players can exchange surplus cards and support their teammates through trading and collaboration.
Additionally, since we have divided the game into different phases, drop rates in each phase will be significantly more accessible compared to the 80 and 90-cap versions.
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- 28-slot pets (Page 1)
- 56-slot pets (Page 1 & Page 2)
Grab pets obtained through Magic Pop start with both pages open by default and can be used this way permanently. (The pet itself is not permanent, but there is no time restriction on the second page being open.)
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We find International Silkroad's Pet2 system to be highly successful. However, since this feature has not yet been integrated into vSRO-based servers, we are focusing on updating the existing attack pet system to ensure that these pets are more actively used in the game.
In the 100-cap version, Fellow pets obtained in the 80 and 90-cap versions will:
- Not have the enhanced Fellow pet features.
- Have the same damage values as normal pets, with mounting disabled.
- The only difference will be their aesthetically appealing design.
Our main goal here is to allow players who achieved certain milestones in the 80 and 90-cap versions to carry over their Pet2-style pets into the 100-cap version, while also maintaining visual balance for new players. To achieve this, we are also providing one Pet2 to new players, ensuring that no one feels visually disadvantaged and preventing any potential dissatisfaction.
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- No Commission Fees: When selling or listing an item through the consignment system, the game does not charge any commission. You do not need to purchase the "Tiger Tablet of the Sales King" to benefit from this feature.
- Seamless Payments: Whatever price you sell your item for, the full amount of gold is paid to you without any deductions.
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- Difficulties for New Players: Newcomers fell behind in Job levels, putting them at a disadvantage in the existing system.
- Disadvantages for the Thief Profession: Since raising Job levels was more difficult for Thief players compared to Traders, Trader players always had an advantage in Job skills progression.
- Skill Imbalances:Traders, Hunters, and Thieves had independent and distinct Job skills based on their Job levels. Over time, this led to concerns such as "Trader skills are more advantageous" or "Thief skills are too powerful," causing imbalances in Job distribution among players.
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In the 100-cap version, there are separate Job Caves for 8th, 9th, and 10th Degree, featuring different mobs, varying difficulty levels, and sequential Job missions. This new system not only supports player progression through Job missions but also allows for the unlocking and upgrading of special abilities within each build's skill set. Additionally, since all builds use the same Job skills, each Job group and build will have an equal advantage, ensuring a more balanced and competitive gameplay experience.
Skill Unlocks:
- Job missions not only grant EXP and SP but also allow you to unlock special skills located at the bottom of your build's skill tree.
- For example, if you want to unlock Beast Lure Lv1, the game will provide a notification showing the mission you need to complete to activate the skill. Additionally, all necessary mission details, including mob locations, scenario descriptions, task requirements, and a visual guide via the world icon, will be provided.
- Each skill can be upgraded up to Level 5, with different mission chains required for each upgrade. For full details and tips, players can access the H - Quest - Job Quest screen.
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Skill Descriptions:
- Beast Lure: In Job mode, this skill allows you to attract the attack aggro of NPC Thieves and Hunters onto yourself.
- Blink Trail: At maximum level, this skill allows you to teleport up to 15 meters.
- Predator’s Mark: Marks an enemy Job player, allowing you to track their real-time and dynamic location on the map.
- Shockwave Strike: Creates a powerful wave that knocks back surrounding enemy Job players.
- Paralyzing Toxin: Immobilizes the enemy player. The effect can be removed by using a Purification Pill (Black Pill).
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Mission Tracking and Information:
- By pressing the H key, you can access the Job Quest section to view your next missions, mission rewards, and which skill will be upgraded and to which level once you complete them, in detail.
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Joymax-Quality Missions:
- All Job missions are carefully crafted with Joymax-quality standards. The mission storyline, mob locations, and task details are designed in a systematic structure, optimized to guide players effectively throughout the gameplay.
- The missions will be unlocked in a sequential order, and you will be able to follow this progression from the H - Job Quest section. The game will display the next task you need to complete in the guide section and will not list tasks that you cannot access yet. (In the visual, all tasks appear as completed for demonstration purposes.)
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In Silkroad, having all NPC icons set to green by default reduced the selectivity of information on the map and made navigation more complex. To address this, we introduced new color-coded icons that make it easier to distinguish each NPC type. With this update, players will be able to easily locate NPCs they need for quests, teleport points, and areas where they can receive support. This improved map design, both visually and functionally, will make the in-game experience much more fluid and enjoyable.
Thanks to this update, players will be able to easily find quest NPCs, teleport points, and areas where they can receive support. This visually and functionally improved map design will make in-game navigation clearer, ensuring that players have a more efficient and seamless experience.
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In Rollet Online servers, the grinding zone quests from Joymax have been completely disabled. For example, in a typical private server, you would pick up a quest from the weapon vendor and take it to the potion vendor, but in Rollet, all quests, including their rates, numbers, rewards, EXP/SP ratios, NPC coordinates, NPCs, and storylines, have been completely rewritten from scratch by us.
The added quests go beyond the classic "pick up from 1 NPC, deliver to 1 NPC" structure, offering a more immersive experience. As you progress in the game, you will interact with NPCs located in over 30 new coordinates, discovering more than 190 quests. These quests not only contribute to leveling up but also provide materials and rewards that will help you in the game world. The new quest system has been carefully designed to add both variety and depth to your gameplay experience.
You can easily track all the quests you’ve completed and are currently working on by pressing the H key and accessing the Quest section. Similar to Joymax, many quests are unlocked in a sequential order. For example, you will not be able to start the quest in Hotan that is linked to a quest in Downhang until you complete the latter. The quest will not appear in the relevant NPC or the H-Quest guide area. Instead, only the quests you need to complete at the moment will be listed in both the guide and the NPCs. As you complete your quests, new tasks will be automatically added to the guide, allowing your progress to continue smoothly. The updated quest system closely mirrors all the technologies offered by Joymax, providing players with comprehensive and detailed guidance throughout their journey.
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The material groups that can be tracked through the interface are:
- Normal, SOS, Moon, and Sun items
- Silk items (Global, Silk Scroll, Damage, etc.)
- Talismans
- Sockets
The information you can track through the interface:
- Item or Material Name
- The level of the dropped material, if applicable
- Character Name
- Region Name
- Mob Name
- Date
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Through Elixir Swap, players can:
- Through Elixir Swap, players can convert their unused elixirs into elixirs that are more needed.
- For example, 50 elixir accessory can be exchanged for 31 elixir protectors through the Elixir Swap system.
- The number of elixirs that can be exchanged for another type will vary in each event, based on the total number of elixirs on the server. This exchange occurs openly for all players, preventing market contraction and helping to maintain balanced prices.
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In the 100 Cap game version:
- In the 100 Cap game version, Grab pets obtained from Magic Pop will come with 2 pages open, while Grab pets purchased from F10 will only be available with 1 page open.
- With Magic Pop, Advanced Elixirs between 6-8 Degree can be obtained through gameplay. Additionally, you can use extra tokens you’ve collected to acquire elixirs and lucky powders, allowing you to reach +7 and break your items to achieve these. Both methods are available.
- Eklenen özel deviller güç bakımından üstün değildir, sadece görsel amaçla oyunun belirli dönemlerinde farklı Devil's Spirit'leri eklemeyi düşünüyoruz.
- The newly added special Devils are not superior in terms of power; we are only considering adding different Devil's Spirits at certain times in the game for visual purposes.
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We offer 3 types of Magic Pop cards on the server.
- Silver Magic POP Card: Can be obtained through newly updated quests throughout the server.
- Gold Magic POP Card: Can be purchased with Silk and obtained through various events and uniques.
- Premium Magic POP Card: Cannot be purchased with Silk or obtained through events. Players who complete the "Try Harder" achievement in the Achievements section can convert the Gold Magic POP Card they obtained from F10 into a Premium Magic POP Card for free and can repeat this process unlimitedly. (Premium Magic POP Cards are non-transferable and non-tradable).
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All Flags obtained from Magic Pop are won with Str 5 - Int 5. In future updates, Flags with different visuals will be added, but the power values of the Flags you earn will always remain fixed at Str 5 - Int 5.
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We periodically add special avatars to the Magic Pop section. These avatars do not provide any extra power, but they feature a more diverse and aesthetic design compared to the avatars available in F10.
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Grab pets obtained from F10 work with 1 page of inventory, while Grab pets added to the Magic Pop rotation have a 2-page inventory capacity.
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We plan to periodically add different Devil's Spirits to Magic Pop. These changes will be made solely to offer visual variety and will not create any difference in terms of power.
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- More Product Listings: Allows you to list more products at the same time by increasing your sales slots.
- Longer Sales Duration: Products listed for sale will remain available for a longer period, allowing you to reach a broader audience.
- Sales Notification: When your product is sold, you will receive a notification with a flashing bell icon on the game screen. This allows you to quickly withdraw your gold and add new products.
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NOTE: This material will not be active in the early game stage and may never be used. It is being introduced solely to inform players that such a feature exists on the server.
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If the icon on your game screen is Yellow, it means that a player from the opposing Job is in the game but is idle (AFK).
If the icon on your game screen is Red, it means that at least one player from the opposing Job is active and moving in the game.
Only one icon will appear on your game screen, and this icon will automatically change color and shape based on Job activities. No extra actions, such as teleportation, are required. It operates live, allowing you to track the status in real-time.
The icon displayed on your screen
or
the one you click on will show a list of active opposing Job players in the game.
Nicknames listed in Red are actively moving outside the city and are vulnerable to attacks.
Nicknames listed in Green are in a safe zone inside the city, making them immune to attacks.
In the 100 Cap version, some skill bugs have been fixed to ensure a fair competitive environment in the game. Issues such as fire burn (Imbue), quick skill hits with socket, and quick skill hitting through the fast running skill have been addressed. With these adjustments, all builds can now compete under equal conditions. Our goal is to make the in-game mechanics more balanced, allowing each build to showcase its full potential under the same conditions.
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Nicknames listed in Red are actively moving outside the city and are vulnerable to attacks.
Nicknames listed in Green are in a safe zone inside the city, making them immune to attacks.
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Therefore, in the 100 Cap version, we have kept the number of achievements more limited and focused on ensuring that the rewards are more functional and truly beneficial for the players.
- Players who complete the The Writer achievement can always convert their regular Global into a VIP Global.
- Players who complete the Try Harder achievement can always convert their Magic Pop Card into a Premium Magic Pop Card.
- Players who complete the The Traveller achievement can convert their regular Reverse Return Scroll into a more advanced Reverse.
- Players who complete the Battle Master achievement can convert the zerk refill tubes obtained from the potion vendor into zerk duration extension tubes.
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The bug triggered in Jangan Cave has been fixed on all floors in Rollet Online servers. In the 100 Cap version, we are choosing Jangan Cave as the slot area and activating all the special quests located in this region.
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These are the Angel’s Spirit variants that we plan to add in the third phase of the 100 Cap version. In terms of power, they differ from the previous Devil’s Spirits.
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We have been actively using damage, defense, and heal flags in fortress wars for years. To add more strategy and depth to the fortress war concept, we are introducing 2 new Fortress War Flags with additional features.
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We consider it risky for the winning team of the fortress to earn a large amount of gold, so we keep tax rates low for balance purposes. Instead, we aim to balance this gap by offering various privileges in the production area to the guilds that win the fortress.
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In the 100 Cap version, we are introducing a special material that, when used, increases the Zerk duration for 1 hour.
- Small: +5 seconds (Can be obtained from the potion vendor)
Medium: +8 seconds (Can be produced in limited quantities by the fortress owner)
Large: +11 seconds (Players who complete the Battle Master Achievement can convert normal Zerk refill tubes into this form)
XLarge: +14 seconds (Closed during the early game phase)
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The Sabakuns material being obtainable through events and adding permanent + to Devils creates a disadvantage for new players in the long term. Selling it for Silk also disrupts the power balance too much, so it is not one of our options. Therefore, a material that adds permanent + to Devils will not be available on our server. Instead;
Players who remember the material from International Silkroad will surely recognize it. This material adds a random + value between 1 and 10 to a Devil for a limited period of time. In Rollet Online, this material will provide a random + value for 4 hours, and once the time expires, its effect will be lost. Players can use this material repeatedly until they obtain a higher + value.
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By pressing the "W" key in the game, you can access this interface, which allows you to view your character's current gold and SP information, as well as the Caravan and Battle Arena Kill limits in real-time.
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Battle Arena Score is a well-known event, usually in an 8v8 format, where players are distributed across specific maps and earn points by killing mobs and defeating opponents. However, the Battle Arena in Rollet Online differs from the system provided by Joymax; it has been specially designed, and only this version of the event is available on the server.
Team Division;
The event is structured based on the total number of participants as follows:- 8v8 → Small Arena
- 16v16 → Medium Arena
- 32v32 → Large Arena
For example, in a Battle Arena event with a total of 50 participants, the event will divide the teams into 25-25, and all participants will be sent to the large map.
Disconnect and AFK Handling;
Players who disconnect during the event will be able to return to the event area and continue from where they left off if they log back in within 120 seconds.Players detected as AFK will be automatically placed into a 3-minute ban by the system. Once this time expires, the player will be disqualified from the event, and their account will be re-enabled for login.
Event Scoring System;
One of the biggest issues in Battle Arena is when a team gains an early advantage or when the opposing team cannot coordinate, leading to continuous point loss. Especially in a match where you fall behind by 600 points, comeback becomes nearly impossible, causing players to lose motivation and preventing them from showcasing their true potential.To prevent this situation, we allow a team to gain a maximum of 200 points of lead in the Battle Arena event. Once the 200-point difference is reached, the leading team's point gain completely stops. For example, if the score is 260/60, the Red team’s points cannot increase beyond 60, while the Blue team’s points will not go above 261 until the Red team’s score reaches 61.
Thanks to this system, the trailing team always has the opportunity for a comeback, and in Rollet, Battle Arenas are filled with just these kinds of exciting comebacks.
Zerk Limit;
In Battle Arena, each character can use Zerk only once. Typically, players use their Zerk in the last 3-5 minutes of the event, coordinating to maintain a 200-point lead. The team that doesn't manage this process well may lose the advantage in the final minutes and unexpectedly lose the match.
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- X represents False.
- O represents True.
- If you think the question is True, you should go to the O area.
If you think the question is False, you should go to the X area.
Players who choose the wrong side will be disqualified.
Players who make the correct choice will continue with the remaining players to the next questions.
- The event continues until there is only one person left.
The last remaining player is declared the winner, and the event ends.
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Event Flow;
- If the example number in the image is 383, the participant must collect the numbers in the sequence of 3-8-3.
- In the first phase, a 3-digit number is collected.
- Then, 4-digit, 5-digit, and 6-digit numbers are collected in sequence.
- After completing each phase, the game will instantly give you the next higher-digit number. You can always track this number on your character. The numbers you have collected will turn Green, while the numbers you have not collected will appear in Orange.
- The winner of the event is the participant who first completes the 6-digit number phase.
Things to Keep in Mind;
- If you collect the numbers in the wrong order, you will have to collect all the numbers from your current phaseagain from the beginning.
- For example, if you make an incorrect collection in the 5-digit number phase, you will need to collect all the 5-digit numbers again.
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- Each team must collect only their own material.
- Sun Team: Must collect Sun materials.
- Moon Team: Must collect Moon materials.
For example: If you are in the Sun Team, you should only collect Sun materials and try to reduce the 300 in your team's score section to 0.
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Star Materials and Their Effects;
- In Phase 1, a small number of Star materials will appear on the map. Both teams' players can collect this material.
- In Phase 2, collecting a Star material allows you to see the location of one player from the opposing team on the map. However, when a team uses the Star material, the information about the locations of all the players in the opposing team will be disclosed to them.
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Winner of the First Section and Details of the Second Section
In the image above, the Sun Team won the first section because they successfully reduced the material count from 300 to 0.
Advantages of the Winning Team
- The Sun Team, which successfully completes the first section, gains the following enhancements
- Very fast running ability, 100% increased damage, hunter role
- The Moon Team (the team that loses the first section) does not receive any enhancements.
Section 2: Hunt and Hide
- The Sun Team, acting as hunters, begins to hunt the Moon Team. The Moon Team players must run and hide without dying until the hunter's time runs out.
The Importance of Using the Star Material at the Right Time
- When the Sun Team uses the Star material, the Moon Team players will be notified that their locations have been disclosed. In this case, they must quickly change their location. The team being hunted can also use the Star material to spot the approaching hunter early and change their location accordingly.
Time Allocated for Hunters
- The hunter's time given to the Sun Team varies depending on the number of players inside. If the number of participants is high, the time increases, and if the number is low, the time decreases.
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Event Flow
- When the event begins, a balloon will spawn in the B1, B2, B3, and B4 rooms of Jangan Cave.
- Players must find the balloons in order and collect the materials inside them. Once players collect the material from the first balloon, they can continue searching for the next balloon. Players who do not follow the sequence will not be able to collect materials from the next balloon.
- Each balloon has a limited number of players who can collect materials from it. Once the limit is reached, the balloon will no longer provide materials to new players.
Participation Limits
- B1 → 20 Players
- B2 → 10 Players
- B3 → 5 Players
- B4 → 1 Player
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The event is currently in development. Once it is added to the server, we will announce the details on our forum.
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- Each time a unique spawns, Zerk boxes will also be added to the event area, allowing players to start each round with Zerk active.
- Along with the uniques, elites will also spawn, so players must attack and collect points while also defending themselves.
- At the end of 10 rounds, the player with the highest score will win the event.
Tie Situation :
- If the scores are tied in round 10, all remaining players will be eliminated.
- A "Tie Round" will begin for players with equal scores.
- In this round, the player who kills the Unique will be the winner of the event.
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- The goal of the attacking team is to destroy the Tower within 15 minutes. If they fail to do so, the defending team automatically wins.
- If the attacking team succeeds in destroying the Tower by, for example, the 7th minute, the event will start a new challenge.
- At this stage, the roles are reversed: The previous defending team becomes the attacking team, and the previous attacking team switches to defending. The new attacking team must destroy the Tower in less than 7 minutes.
- If the new attacking team destroys the Tower before the allotted time, they will win the challenge and finish the event as the winners.
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The number of players in each team is displayed on the scoreboard. However, this is not a score table; it only indicates the number of players in each team.
For example, in the table shown:
- Blue Team: 2 players
- Red Team: 2 players
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In the event area, skills that can deal damage to multiple targets are forbidden and cannot be used. All players are only allowed to attack single targets.
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There are 2 main objectives in this event:
- Winning Rewards: You can earn rewards by correctly selecting and cutting the lucky number boxes.
- Eliminating Opponents: When you find the lucky boxes that eliminate opposing team players, you can eliminate one opponent with each box, helping your team achieve victory.
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- When you destroy one of the lucky boxes, the game will notify you and disqualify one player from the opposing team.
- All lucky boxes are quickly destroyed and will then respawn in the event area. This marks the beginning of a new round.
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- The first objective of the event is to kill opposing Job characters and earn points for your team.
- The second objective of the event is to collect the Point Chests (Styria Storage Box) to accumulate more points and complete the event in order to win.
Event Features:
- The Styria Clash event in Rollet includes not only standard rules but also many different systematic features.
- The Styria Storage Boxes collected during the event have a total of 5 different useful or harmful functions.
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- You can earn points.
- You can lose points.
- You can earn 0 points.
- You may encounter Unlucky. (When you get Unlucky from the box you collected, your character will take 100% damage based on your current HP and will die.)
- Sometimes, when you collect the boxes, you can win special rewards.
Styria Clash Balancing Features in Rollet
In Styria Clash events, the gameplay experience is often damaged due to one side being excessively strong, putting constant pressure on the opposing side. This leads to the dominant team creating an irreversible point gap, causing the rival team to fall out of the game. In Rollet, to enhance the gameplay experience and ensure a balanced competitive environment, certain features have been added to provide an advantage to the losing team.Advantage 1: Balancing Based on Point Difference
Example Situation:- Trader Job Points: 365
- Thief Job Points: 47
- Point Difference: 318
Preventing Point Loss:
- When the trailing team is killed, the opposing team will no longer earn points from kills. For example, even if the Thief team players die 100 times, the Trader team will not earn points from those deaths.
Earning Extra Points:
- The trailing team (e.g., Thief team) will earn +20 points when they kill a player from the Trader team.
- The Trader team will also lose -20 points.
- In this case, a total of +40 points will be gained.
Closing the Point Gap:
- When the trailing team closes the 200-point gap, this point adjustment algorithm will stop.
- If any team falls more than 200 points behind again, the advantage will be reapplied to that team.
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Advantage 2: Additional Power Boost for the Losing Team
While the first advantage is effective up to a certain point, if one team completely dominates the other, the effect of the advantage may be limited. In such a case, an additional advantage will be activated by the game for the losing team.Power Boost Mechanism:
- Event Duration: 15 minutes.
- Checkpoints: The game checks the status of the losing team at the 3rd, 7th, and 11th minute.
Killing the Power Booster:
- When the Thief team kills the power booster mob, all team members will receive one of the random power-ups shown in the image. The power-ups are only given to alive players. If the team kills the mob while everyone is alive, all members will receive the power-ups.
- The power-ups help the Thief team gain an advantage over their opponents and offer a chance to close the point gap. If the Thief team manages to overcome the 200-point gap, the system will then begin to support the Trader team.
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The Shambala event is a 4-level challenge event. Players try to advance to the next level by dropping keys from mobs on each level. Those who find a key before the room limit is reached will advance, while the others will be eliminated.
- On the 1st level, all players start at the same point. Players who find a key will advance to the 2nd level (Maximum 20 players, the remaining players will be eliminated).
- On the 2nd level, players who drop a new key will advance to the 3rd level (Maximum 10 players, the remaining players will be eliminated).
- On the 3rd level, the players who find the final key will reach the final level (Only 3 players, the others will be eliminated).
- The 3 players who reach the final level will defeat the uniques, receive their rewards, and complete the event.
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Activity Modes
The Find the Lost Monster event has two modes. When the event begins, the game randomly selects a mode and announces it to the participants. Then, all participants are divided into two teams.Mode 1: Kill and Collect
In this mode, the objective is to kill event mobs that spawn randomly on the map and collect the random numbers between 0 and 9 that drop from them.- The collected points are announced to all players in the event area.
- Participants can track their points on the scoreboard.
Mode 2: Find and Kill
In this mode, the objective is to kill event mobs that spawn randomly on the map to earn between 0 and 15 points and give your team an advantage.- Points do not drop from mobs; instead, when a creature is killed, the earned points are instantly announced and added to the team's total.
Important Points to Consider
- When the event starts, only a small number of event creatures spawn on the map.
- As creatures are killed, more mobs begin to spawn.
- Don't get complacent with the points you earn early on. As the number of mobs increases over time, the opposing team can quickly overtake you.
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Each floor is packed with increasingly difficult mobs that test the endurance of players.
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- Once the registration process is complete, INT players are teleported to the right arena, while STR players are teleported to the left arena, and a 180-second countdown begins.
- When the time is up, uniques spawn in the "UNIQUE SPAWN" areas.
- After the uniques are defeated, Zerk boxes appear throughout the arena. As players prepare for the second round, the countdown restarts.
- In the final round, the final uniques spawn in the central areas marked STR and INT.
- When the final uniques are defeated, players are teleported to Donwhang, and the event ends.
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Participation and Teams
At the event time, all participants' registrations are collected, and when the event begins, players are randomly assigned to two Survival teams.Teams are balanced based on the number of participants:
- If 50 players join, teams are divided as 25/25.
- If 100 players join, teams are divided as 50/50.
Event Flow
- Teams compete in a battle where the first team to win 3 rounds is declared the victor.
- Example Scores: 0-0, 1-0, 2-1, 2-2, 3-2. The team that reaches 3-2 wins the event.
- Eliminated participants remain dead on the ground until the round ends, meaning they cannot respawn until all opponents are defeated.
- Each round is limited to 5 minutes.
- If all opponents are not defeated within 5 minutes, the team with more surviving players at the end of the timer is declared the round winner.
Disconnect Situations
Disconnect olan oyuncular, 120 saniye içinde tekrar giriş yaparlarsa:- Mevcut roundda ölü olarak başlarlar.
- Sonraki roundda, takımlarıyla birlikte mücadeleye devam edebilirler.
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To ensure a fair competition:
- All characters appear the same, but items are displayed normally.
- Effects and active buffs are hidden to make it harder for players to focus on each other, creating a more balanced battle environment.
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In this event, you might start in the strongest team in Round 1, but end up in a weaker team in Round 2. A player who reaches the final round will have their team and teammates changed a total of 3 times.
Tiebreaker Mechanism
If there is an imbalance in the number of players that prevents equal team distribution, the system disqualifies 1-2 players to maintain fairness.Example: If 11 players join, 8 players will be placed into four teams as 2+2+2+2, while the remaining 3 players will be forced to sit out of the event.
Tower Mechanism
- The Tower can always take damage, but at certain moments, it enters protection mode, making it almost invulnerable to attacks.
- During this phase, teams should focus on eliminating opponents to earn points.
- Once the protection period ends, the Tower can be attacked normally again.
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To succeed in this event, you need to track the mobs like a card counter in poker. If a mob spawns within your line of sight, it is definitely not a reward-giving mob, and you should not attack it.
Etkinlik Detayları:
- The event consists of a total of 3 rounds.
- In each round, there is only 1 real mob, and only 1 winnercan emerge. Throughout the event, there can be a total of 3 winning players.
- Eliminated players can revive their characters using the special material shown in the image. This material
- Players who respawn without using the special material will be disqualified from the event.
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