Faction Base- Alchemy Labs V

Options
Astraea - Raging Tide
Astraea - Raging Tide Posts: 544 Arc User
edited May 2011 in General Discussion
So a while ago there was a post that claimed that a faction had lvled the Alchemy Labs in their base to lv5 and it disappeared.
a few days ago my faction leader attempted to upgrade thinkin it was an occasional bug that might or might not happen to our base.

unfortunately the base DID bug and we lost the alchemy labs for a few days (i must admit im addicted to those buffs now b:surrender).
Thankfully after maintenance our alchemy labs returned and with a few new changes
the regular buffs given were still there, along with the upgraded versions and 2 NEW buffs,

the buffs were as listed

-chaneling buff : -10%
hp buff: +20%
mag def/phys def buffs: +40% (phys def buff stacks with cleric/BM buffs but will not stack with demon Bell)
mag att/phys att buff: +40% (both stack with regular class buffs but not sparking)
accuracy buff: +50%
+crit buff : +6% (the red text inside base lists it as only 5% increase)

now for the 2 new buffs added:

"Criticalstrike Damage": this skill works somewhat like a sin's skill [Wolf Emblem] and increases the rage damage in your char screen by 5% (ordinarily rage damage being 200% and buffed being 205%)

Res: this rez buff has the same icon as mystic's res buff and lasts for 1 hour, as do all other buffs, it lists that it saved 1.6% of exp only upon revival

so, just thought it might help to inform as many ppl were derailed from attempting to upgrade due to fear of losing alchemy labs b:victory
"Common sense isn't so common anymore." ~ Yusiong - Lost City
b:surrender
Post edited by Astraea - Raging Tide on

Comments