RogueMT2

Release notes

What changed, and when. The game launcher shows the same notes on its news panel, so you see them before you press play.

Version 1.7.0 ·

Bloodline, More Metins and Easier Horses

Bloodline

Every kill now also levels up your account. Account levels are never lost, whether your character dies, restarts or is deleted.

  • Each account level gives you a point for a talent tree shared by every character on the account, including future ones.
  • Click the red orb next to your experience on the taskbar to open it, or use the Bloodline tab of the character window.
  • Only the kill's own experience counts. Experience rings and bonuses don't.
  • A max-level character still levels up the account.

The talent tree

Three branches, and not enough points to fill them all, so you have to choose. See every talent on the wiki.

  • Legacy: start new characters at a higher level, gain experience faster until you pass your old best, keep your skills through a restart, and get more level-up rerolls and picks.
  • Instinct: take less damage, get stronger potions, recover from stuns faster, send equipment to your warehouse when you fall, and survive a killing blow at 1 HP.
  • Fortune: more yang, better drops, better shop prices, faster mounts, a free horse on every character, and higher upgrade chances.

Extra Lives

An Extra Life turns a hardcore death into an ordinary one: your run continues.

  • You earn them as your account levels up.
  • It is used automatically. Your lives are shown in the top right corner of the Bloodline window.

Metin stones

  • More Metin stones, and they respawn much faster.
  • Metins drop Skill Books more often.

Drops

  • Each level 30 weapon drops from more monsters.
  • The Experience Ring drops from many more monsters.

Horses

  • Horse missions always succeed when you hand them in.
  • Feeding your horse restores its endurance.
  • Horse Medals and Gold Bars stack.

Quality of life

  • Ctrl-click an item to move it into or out of the warehouse, or to sell it.

Version 1.6.0 ·

The Safe Bag, Class Balance and Richer Farming

The Safe Bag

Every character now carries a Safe Bag. Right-click it to open a 4 x 3 grid. Anything inside it survives a Restart from Level 1.

  • The first two cells are free.
  • The other ten are unlocked by the Safe Bag Expansion in the item shop: 200 Rogue Coins for 30 days, stacking, and shared by every character on the account.
  • When the expansion runs out, items in the locked cells stay protected and can still be taken out, but nothing new can go in.
  • Drop an item onto the bag's icon to store it.

Class balance

All classes

  • The attack-speed cap is raised from 170 to 210.

Warrior

  • Sword Strike (Mental) recovers faster, costs less mana and deals more damage to enemies around its target.
  • Strong Body (Mental) now also gives +15% defence at every rank.

Ninja

  • Dagger users gain +15 attack speed while wielding daggers.
  • Poisonous Cloud (Dagger) recovers faster and costs less mana.
  • Rolling Dagger (Dagger) now hits up to six targets.
  • Arrows deal full damage at any range.
  • Fire Arrow (Bow) recovers faster and costs less mana.
  • Feather Walk (Bow) now also grants attack speed, speeds movement more, and lasts 10 seconds longer.

Sura

  • Weaponry Suras get the full attack bonus while mounted, where before it was half.
  • Enchanted Armour (Weaponry) gives more defence.
  • Flame Strike (Black Magic) costs less mana.
  • Dark Protection (Black Magic) gives more defence.

Shaman

  • Support skills are 50% stronger when cast on yourself.
  • Dragon's Roar hits up to 20 targets.
  • Summon Lightning hits up to 20 targets and reaches further.

Skill tooltips show the new values.

Retraining skills

  • Your class's skill instructors can now reset your skills. Your own path's instructor gives every point back and keeps your path. The other path's instructor switches you to it.
  • Both cost the same as the Old Lady's reset, and the Old Lady no longer has a level limit.
  • Master, Grand Master and Perfect Master ranks are lost when you retrain, so you're asked to confirm twice.

Drops, experience and yang

  • Item drops are 25% more frequent across the board.
  • Levelling takes about a fifth fewer kills from level 50 onward.
  • Monsters drop 50% more yang.
  • Out-levelling a monster no longer switches its own drops off. From 20 levels above it, its own items still drop at half rate instead of almost never. Items from the shared drop list still fade out as before.
  • Pentagon Shield+0 now drops from level 18-29 monsters, close to the level it's worn at.
  • Horse Medals drop more often in the Monkey Dungeons, most of all in the easier one.

Knowing your odds

  • The upgrade window shows your real chance of success, including the effect of any blessing or scroll you use.
  • The spirit stone window shows its chance too.
  • Gems and diamonds now ask for confirmation, with the chance shown, before they are used.
  • The new level-up boosts page on the wiki lists every boost a level-up can offer and how likely each one is.

Version 1.5.0 ·

Equipment, Attack Speed and Dropped Connections

Levelling equipment

  • 116 pieces of equipment now drop from monsters: body armour, helmets, boots, shields, bracelets, necklaces, earrings, and weapons for all four classes.
  • The monsters carrying them are within a few levels of where the item is worn and stand on open field maps. Rates run from about one kill in 250 at low level to one in 650 later on.
  • Metin of Greed now gives the Peacock Fan and Golden Bell upgrades it was always meant to.

Attack speed

Every monster now drops an attack-speed potion, chosen by the monster's level:

The chance rises with the monster, from about one kill in 400 to one in 100.

The biologist's herb chain

  • The day-long wait between attempts is gone from all ten requests, and from the Researcher's Elixir.
  • The herb drops, the level requirements and one elixir per attempt still apply.

Hardcore runs

A death that lands while your connection is down no longer costs the run. You come back alive where you fell, having paid the ordinary death penalty.

Drops

  • An item lying on the ground shows its name in gold when it carries bonuses.
  • Skill Books dropped from metin stones on every kill. They now drop at between 5% and 10%, depending on the stone.

Other changes

  • Chat is no longer censored: no asterisks, and a whisper is never refused for what is in it. Character and guild names are still checked.
  • Calling a horse succeeds twice as often before riding has been trained.

Version 1.4.0 ·

Skill Training, Socketing and Fishing

Skill training to Perfect Master

The two highest skill tiers were unreachable, and the tier below them cost months of play. All three are now attainable.

  • Skill Books name a skill your own class can train, rather than one of forty-four at random.
  • Reads succeed considerably more often, and the waiting period between reads has been removed.
  • Soul Stones are obtainable from loot chests, at rates ranging from a few percent to certain. No monster in the world dropped them previously.
  • Training beyond Master requires half as many stones, and the trainer no longer charges alignment or imposes a delay between attempts.

Socketing

A failed spirit stone left a Piece of Broken Stone in the socket, which nothing could be attached over.

  • Attaching a spirit stone now succeeds seven times in ten, up from three.
  • The Stone Handbook, which clears broken pieces from an item, drops from metin stones. It previously had no source.

Fishing

  • Every cast hooks a fish; only the timing determines whether it is landed.
  • Clams yield White, Blue and Blood-Red Pearls at a practical rate. Pearls are required by most upgrades at +7 and above.
  • Minnows, the strongest bait, are sold by the Fisherman.
  • Rod upgrading has been rebalanced. A Fishing Pole+20 is now a realistic goal.
  • Gutting a fish yields something useful half of the time.

Warehouse

Stacks in the storeroom can be combined, split with shift-click and dropped without first moving them to the inventory.

View distance

Monsters and other players are visible at a distance matching the terrain already drawn.

Chat

Say, whisper and shout are available from level 1; the previous level requirements have been removed. Messages are delivered as typed. Character names and market stall signs remain filtered.

Other changes

  • The notice for a permanently fallen character states the level reached.
  • Dismounting while in motion could disconnect the player. This has been fixed.

Version 1.3.0 ·

Drops That Suit You

What drops now suits your class

Three quarters of the weapons and armour in the game are bound to a class, so most of what fell off a monster was no use to whoever killed it. A piece your own class can wear is now twice as likely to be the one that drops as a piece bound to another class - and the amount of equipment that drops has not changed, so this is a trade between the four classes rather than a change in how generous the game is.

The wiki takes your class beside your level now, on every item and monster page, and quotes the chances as they apply to you.

Things nothing used to hand out

Several items existed, were listed, and had no honest source anywhere in the world. Metin stones are the faucet now:

  • Enchant Item, Reinforce Item, Green Strength and Blessing Marble - the only way to change the bonuses rolled onto a piece of gear - drop from metin stones from level 50 up, the Marble from level 80. Boss chests carry them too.
  • Blessing Scroll - stones from level 50 to 80 now drop it, meeting the rate the level 85 and higher stones already had. Upgrading through the middle of the game no longer depends on boss chests.

Every high-level boss drops dragon stone boxes

Every boss from level 80 up now carries all twenty-eight Cor boxes, from Cor Draconis (Normal) to Cor Draconis (Flawless), and the boss's own level decides how often one falls. Before this a boss dropped only the quality matching its level, which left the Noble boxes - Cor Saphirum (Noble), Cor Granatum (Noble) and the rest - with three sources in the entire game.

The six type-specific boxes together are worth about as much as the one that rolls a random type, so you can farm the colour you need instead of the colour you are given. A level 86 boss is worth about half a box a kill; a level 110 boss close to a whole one.

Wind Shoes, and potions

Everybody moves faster

Every character walks 20% faster than before. Boots, buffs and the weight of heavy armour all apply on top of that, so the gap between a fast build and a slow one is unchanged - the floor has simply been raised.

Version 1.2.2 ·

New Wiki and Faster Progression

Every item, in one place

There is now a wiki: what an item does, who sells it and for how much, which monsters drop it and how often, what a chest can hold, and how far it upgrades.

  • In the game, press Escape and choose Wiki. Typing /wiki opens it too, and /wiki dagger searches for one.
  • On the site, at roguemt2.com/wiki.

Items nothing in the game hands out are listed as well, rather than left out — you will be told when something cannot be obtained instead of being unable to find it.

Progress is faster

  • Experience and item drops are twice what they were.
  • Upgrade materials drop half again as often on top of that, so the stones, scrolls and jewels an upgrade eats come in at a rate worth attempting one.

Monsters carry real yang

Yang from kills stopped keeping up with the game somewhere around level 40: past that, farming paid a fraction of what the level it went towards was worth. Now killing your way through a level pays roughly what reaching it grants — so farming is a living at every level, not only a low one. Monsters that already paid well, metin stones and bosses among them, are unchanged.

Voting counts for the whole account

One vote gives every character on the account its 24 hours, including one you create afterwards and one that starts again from level one.

Version 1.2.0 ·

Market stalls

Selling no longer means leaving the game running. Set up a stall and walk away — it keeps trading while you are offline, and the takings wait for you.

How a stall works

  • Open one anywhere in a town and your goods move into it. You are free to go and play; the stall stands where you left it.
  • It trades for three days. Go back to it and press Refresh to start the clock again — that is the only thing keeping it open.
  • A stall closes itself when it sells out or when the three days run out. It stays standing so you can find it, and stops selling until you come back.
  • Your yang and anything unsold are collected at the stall, from the panel that opens when you click your own. Closing it takes everything back.
  • One stall each, and a closed one still counts until you have collected from it.
  • Dying does not cost you your stall. Neither does starting again from level one — the goods are still yours to collect.

Version 1.0.0 ·

RogueMT2 opens

Metin2 as a roguelite. Every character is a run: one that dies is fallen, and is never played again.

How a run works

  • You have one life. A character killed by a monster is retired to the memorial and cannot be played, traded from, or recovered.
  • Every level-up offers three random passives and you keep the one you choose. Two characters of the same class and level are not the same character.
  • Every level-up pays you too. The yang is scaled to what your own gear costs at that level, so the first level-up buys your first real piece of armour and the amount keeps climbing from there, all the way to the level cap. Levelling is worth grinding for in its own right, not just for the passive.
  • The rankings are split in two: the Hall of the Living, and the Fallen. Both are permanent.

What does not cost you a life

A run only ends when none of the following applied.

  • Towns, and the spot you land on, are safe. Nothing can hurt you there, and stepping outside stays safe for a few seconds so you are not cut down the moment you leave.
  • Standing back up is safe too. Whoever killed you does not get a free second hit the instant you respawn.
  • Duels, the arena, guild wars, sieges and the three-way war are all free — go and lose them. A guild war only excuses a death at that guild's hands; anyone else can still end your run.
  • While you're farming, you get a short grace against other players, so you cannot be ambushed mid-fight. It does not extend to the monster itself — whatever you're farming can still retire you.
  • No one can kill you unless they go aggressive first — including players from another kingdom. Once either side does, that fight is real: winning it is on you, same as any other kill.

Getting started

Create an account on the website, download the client, and pick a kingdom. Every new character starts with yang, potions, its first set of armour and every weapon its class can hold.

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