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April 25th, 2024 Update Details



Greetings Adventurers!
This week's update is a minor one that focuses on small fixes & VFX updates.
We've also buffed the Threat level of some of the Warrior Skills and a feature that prevents monsters from stacking from each other!

[h3]General Fixes[/h3]
- Fixed an issue where Bisataru and Nudati shares the same skill icon
- Spells Elixirs can now only be used by mage classes
- Swift Elixirs can now only be used by melee classes
- Updated the item descriptin for Spells & Swift Elixirs to reflet with the changes
- Fixed an issue with the quest: Blessed Book of Ancient Scripture where it tells you to talk to wrong NPC
- Updated the VFX of Augni Lesman to be more visible
- Updated the description for Ru (Mage skill) to no longer disrupt player's casting
- Fixed an issue where the "next level" description is shown when you max out Supata & Supata Lesman
- Fixed an issue where you cannot cast Nudati, Antakara & Bisataru using 1 hand sword
- Updated the VFX of Rarama
- Updated the VFX of Augni Lesman
- Fixed an issue with Monster AI affected with Supata & Supata Lesman where they dont attack the caster after waking up from sleep state
- Fixed an issue where the chakra reset fee does not increase for each reset done
- Fixed an issue where Vahasti is overly scaled its size
- Updated Nauti VFX

[h3]Balance[/h3]
[h5]Warrior[/h5]
- Frosana Cooldown Changes
- - Level 1: 18s
- - Level 2: 16s
- - Level 3: 13s
- - Level 4: 10s
- - Level 5: 8s
- Frosana Batia Cooldown Changes
- - Level 1: 18s
- - Level 2: 16s
- - Level 3: 13s
- - Level 4: 12s
- - Level 5: 10s
- Increased the threat generated from Mayat
- Increased the threat generated from Savitri Force
- Added a success rate value to Bukampaa
[h3]Feature[/h3]
- Monsters will now try to avoid other monsters while trying to attack a player
- - This feature will prevent monsters from stacking together when you lure them

April 18th, 2024 Update Details



Greetings Adventurers!
This week's part 2 update focuses on Skill fixes, NPC Shop balancing and additional Weapon weaknesses & resistances against Monster Armor Types.
We've also added 2 quest for you to obtain the Charm of Shambala & Charm of Jina!

[h3]General Fixes[/h3]
- Updated the AI for the Pamir Monsters including bosses
- Pamir bosses now have a proper Armor Type
- Fixed an issue where the color codes for level gap is applied when clicking on players, this should be always white for players to players
- Unified the sizes of God's Emblem
- Fixed Inspect window where it shows item comparison tooltip
- Fixed Inspect window where it cannot be dragged/moved
- Fixed an issue where when you cancel a trade the system log will say "Trade Complete"
- Fixed an issue where bosses gets affected by crowd control skills
- Fixed an issue where sometimes the monsters teleport to players when getting agro
- Fixed an issue when leveling a skill the skill levels disappears for a second
- Corrected the Description for Swift Elixir & Spells Elixir on item & on buff
- - It should now say Reduce casting time & Increase attack speed
- Fixed an issue with Mantra (Mage skill) that does not go into cooldown after being casted
- Fixed an issue with Augni Guna, Hima Guna & Ru Guna (Mage Skill) where it does not go into cooldown after being casted
- Fixed an issue with Mantra Skin (Monk skill) that does not go into cooldown after being casted
- Improvement to the Elemental Resistances indicators under the monster name widget
- Fixed an issue with normal monster collision on "bigger models" where you sometimes attack them "inside" the mesh
[h3]Balance[/h3]
- Nagamudra Hima regen tick rate adjusted to 10s from 5s
- Meghamallin regen tick rate adjusted to 10s from 8s
- Added more weapon weakness & resistances against monster ArmorTypes
- - Bow > Insect +
- - Bow > Humanoid4 +
- - BattleWeapon > Humanoid1 +
- - BattleWeapon > Humanoid2 +
- - Dagger > Plant +
- - Dagger > Humanoid3 +
- - Sword > Golem +
- - Sword > Plant +
- - 1h Axe > Undead +
- - 1h Axe > Plant +
- - 1h Axe > Humanoid 2 -
- - 2h Axe > Undead +
- - 2h Axe > Demon -
- - 2h Axe > Humanoid 1 -
- - 2h Axe > Golem +
- - Spear > Insect +
- Alchemy Materials adjustments for Swift Elixirs & Spells Elixirs
- - Swift Elixirs
- - - Azna from 5 to 2
- - - Omyantra from 5 to 2
- - Quality Swift Elixirs
- - - Anahata from 8 to 4
- - - Omyantra from 5 to 2
- - High Quality Swift Elixirs
- - - Vishuda from 8 to 4
- - - Omyantra from 5 to 2
- - Spells Elixirs
- - - Manipura from 5 to 2
- - - Omyantra from 5 to 2
- - Quality Spells Elixirs
- - - Azna from 8 to 4
- - - Omyantra from 5 to 2
- - High Quality Spells Elixirs
- - - Anahata from 8 to 4
- - - Omyantra from 5 to 2
[h5]Mage[/h5]
- Updated the cooldown of Mantra
- - Level 1 ~ 5: 3s (Before 5 seconds)
- - Level 6 ~ 10: 5s (no changes)
- Added dynamic basic attack damage attenuation based on character levels
- - This system is in place so that it prevents the basic damage to deal huge damage at high levels
- Increased the target hits by Augni Lesman, Hima Lesman & Rauti from 5 to 8
[h5]Monk[/h5]
- Adjusted the muscle chakra to give more damage over nerve
[h5]NPC Shop Prices[/h5]
- Amulet of Anubaba 50s > 1g
- Zilakhaman (Small) 2s > 4s
- Zilakhaman (Medium) 4s > 12s
- Zilakhaman (Large) 8s > 25s
- OmYantra 8s > 80s
- Luvati 8s > 80s
- NilaMani 8s > 80s
- RagaMani 8s > 80s
- Visazan 8s > 80s
- Anahata 10s > 1g
- Manipura 10s > 1g
- Azna 10s > 1g
- Vishuda 10s > 1g
[h3]Items[/h3]
- All Charms
- - Cannot be dropped
- - Cannot be traded
- - Cannot be stored
- Mandara Charm
- - All Chakra +3
- Shambala Charm
- - All Chakra +4
- Jina Charm
- - All Chakra +5
- Pamir Charm
- - All Chakra +6
[h5]Developer's Note[/h5]
We will be continuing to give Charms and stats will increase per level.
While we posted the chakra it gives, mind you that rarity will also increase their base chakra.

[h3]Content[/h3]
- Added 2 quest to obtain Charms
- - Shambala is safe now starts at Priestess Saranu
- - Protector of the North starts at Elder Zangzu
[h5]Developer's Note[/h5]
You are required to submit your Charm of Mandara as required item.
Be sure to remove them from equipped slot.
Quests will only appear once you completed the main story quest for each map.

April 16th, 2024 Update Details



Greetings Adventurers!
This week's update is all about buff!
We're currently looking at every skill for each class and therefore adjust it accordingly.
This is done so the skills are ready for 2nd job!
[h2]And above all, we reset everyone's Chakra & Skill points![/h2]

[h3]General Fixes[/h3]
- Fixed an issue where monsters colliding the EnemySafeZone is trapped and constantly walking at the same point
- - They will now be teleported back to the origin point of their spawn
- Added a delay when increasing the skill's level
- Skill slots will now be greyed out during the process of increasing a skill level
- Fixed an issue where Pamir monsters runs too fast
- Fixed an issue with the quest "Justice Pill" & "Safekeep the Justice Pill" where it tells you to submit the quest to Rui Shan
- Fixed an issue where Kubasang is hitting too fast
- Fixed an issue where the stun VFX when applied to Pamir monsters it will be on the ground instead of "above the head"
- Changed the following items to now be stackable by 10s
- - Raga Mani
- - Nila Mani
- - Visazan
- - Luvati
- - Om Yantra
- - Manipura
- - Vishuda
- - Anahata
- - Azna
- Replaced the default loading screens
- System Log will now log your traded gold
- A system log is added when you craft Seito Potions

[h3]HUD (Heads up Display)[/h3]
- Updated the target elemental information style & icons

[h3]Feature[/h3]
- Added a new feature that will indicate your level gap against target monster
- - Grey: -99 ~ 0 Levels
- - White: 1 ~ 10 Levels
- - Yellow: 11 ~ 20 Levels
- - Red: 21 Levels above

[h3]Developer's Note[/h3]
With this added, this will generally tell you that your damage penalty is applied according to the level gap.


[h3]Core Formula[/h3]
- Added AttackType vs ArmorType formula to NPCvsPC
- - Monster's damage will now vary according to your amortype
- Fixed an issue where Nerve still giving high damage boost to Monks as opposed to Muscle

[h3]Balance[/h3]
- Removed the Defense Penalty from the level gap against monsters
- Lowered the monster critical rate and now scales according to the level gap between monster & player
- Updated the damage of Races against Armor Types
- Update to RaceVSMagic damage
- - Magic will deal more damage against Demon
- - Magic will deal more damage against Undead
- - Magic will deal less damage against Golem

[h3]Developer's Note[/h3]
With this changes, Mages deals higher damage to Demons & Undead and falls behind against Golem (which has high magical resistance)


[h3]Classes[/h3]
[h5]Monks[/h5]
- Fixed a critical issue where the cooldown of Visa Crow was wrongly based on the TP of the skill
- Reduced Battle Weapon attack Rate, you attack much faster now
- Visa Crow cooldown is set to 10s on all levels
- Basati cooldown is set to 10s on all levels
- Mantra Shield cooldown is set to 10s on all levels
- Andara Zala cooldown is set to 10s on all levels

[h5]Mages[/h5]
- Fixed a critical issue where Hima (Mage Skill) does not have a success rate
- Fixed an issue with Mantra (Mage Skill) does not have cooldown
- Fixed a critical issue where Hima Lesman does not have a success rate
- Fixed a critical issue where Hima Batia does not have a success rate
- Reworked Mage Skill: Mukuti Roca from Anti-Casting interruption to Increase Magical Accuracy
- Updated Mukuti Roca Skill level requirements
- - skill level 1 : player level 12
- - skill level 2 : player level 20
- - skill level 3 : player level 28
- - skill level 4 : player level 36
- - skill level 5 : player level 44
- Hima Batia's hold duration now increases according to skill level up to 12s
- Hima now has proper success rate
- - Starts at 91% and increased by 1% per skill level up to 100%
- Hima cooldown gradually decreases as you level up the skill
- - Level 1 ~ 2: 9s
- - Level 3 ~ 4: 8s
- - Level 5 ~ 6: 7s
- - Level 7 ~ 8: 6s
- - Level 9 ~ 10: 5s
- Mantra cooldown is set to 5s on all levels
- Hima Lesman now has proper success rate
- Hima Batia now has a proper success rate
- Augni Guna, Hima Guna & Ru Guna duration increased
- - From: 6/8/10/12/14/16/18/20/22/24
- - To: 30/40/50/60/70/80/90/100/110/120

[h5]Warriors[/h5]
- Renamed Warrior Skill: Baruna Force to Baruna Roca

[h5]Assassins[/h5]
- Hima Rada's slow reduction will now scale according to the skill level
- Hima Rada's slow duration now increases according to skill level
- - Slow duration starts at 6s and increases by 2s per skill level up to 24s at level 10
- Updated Hima Rada's cooldown
- - Level 1 to 5: 5s
- - Level 6 to 10: 8s

[h3]Quality of Life Changes[/h3]
- Fixed an issue where you dont do auto-attacks after each cast of skill with melee classes & bow
- Fixed an issue where you dont do auto-attacks after each cast of buff skills with melee classes & bow

[h3]Known Issue[/h3]
- Auto-attacking does not work after casting:
- - Samate
- - Svitri Force
- - Paraka
- Mantra Skin has issues with its cooldown
- Augni Guna, Hima Guna & Ru Guna has issues with its cooldown
- The delay between leveling a skill will be adjusted on next update
- The AI for Pamir monsters will also be updated on the next update

April 11th, 2024 Mage-jor Update Details



Greetings Adventurers!
This update brings you more Mage fixes as well as buff to Bows, Battleweapons & Staves!
We've also implemented an new mechanic the prevents the monsters from going into Towns/Cities.
[h2]And above all, we reset everyone's Chakra & Skill points![/h2]

[h3]General Fixes[/h3]
- Added EnemySafeZone to town entrances
- - This feature will prevent monsters from getting into towns even if chases you
- Fixed a critical issue where sometimes you see players T-Posing
- Fixed an issue where the confirmation window is closed when you press {ESC} Key
- Fixed an issue where the monster attack is being queued and will continue to deal damage after it is released from crowd control like stun or sleep
- Fixed a critical issue where at some point in Shambala Dungeon you are randomly being bounced around
- Shambala Dungeon trap update
- - Removed the pendulum, replaced it with trigger only traps
- Fixed an issue where the in game windows gains focus and you can cycle {TAB} through it
- Fixed an issue where you are allowed to store more than the possible available slots in your storage
- Fixed an issue where the alert "Storage is Full" does not disappear until switching maps or switch characters
- Fixed an issue where monsters teleport to caster when they are under crowd control de-buffs
- Updated the level requirements for refine stones in smelting
- Updated the positions of cartable in Smelting according to level requirements
- Added Elemental Vulnerability/Resistance UI/Icons to the monsters
- - This is located under the HP Bar of the monster
- Fixed an issue where NPC are floating the is caused by the new EnemySafeZone mechanics
- Fixed an issue where Pradana Garb & Kajcuka Robe has wrong level requirement

[h3]Character[/h3]
- Fixed an issue with the mage skill's damage not being sum to the base damage

## Balance
- Reduced the HP Regen percentage from monsters by 50%
- Increased the Bow Affinity for Assassins
- Increased the Battleweapon Affinity for Monks
- Increased the 1h & 2h Staff Affinity for Mages

[h3]Developer's Note[/h3]
Weapon Affinity is the factor for the damage of a class.
So if low affinity is set, this means you'll have lower damage when wearing that specific weapon.


[h3]Mechanics[/h3]
- Wrecking balls can now knock back players

New Core Formula Changes Notice



Greetings Adventurers!
Last update we introduced the new core formula of the game that both players & monsters will be using.
There were confusions since a lot of the previous formula was reworked and updated.

This blog post will explain how the new formula works without getting into technicalities.

Below are the details related to the combat routine update.

[h3]Damage Calculation Changes[/h3]
- The primary chakra stat that boosts Monk’s damage is now muscle, with nerve as the secondary stat.
- The primary chakra stat that boosts Wizard’s damage is now mental, with nerve as the secondary stat.
- The Monk’s damage calculation has been updated to compensate for the shift to muscle as the primary stat.
- A new damage formula was introduced for the Wizard, enhancing their damage and compensating for the shift to mental.

[h3]Elemental Damage, Elemental Resistance & Weaknesses[/h3]
- Enemies now have elemental resistances and weaknesses. Monsters with resistance to an element can receive up to 80% less damage, while monsters with a high weakness can take up to an additional 80% damage (currently, only Wizard abilities are associated with elements, but we are not ruling out the possibility of including elements in specific abilities for other races).

[h3]Level Gap Mechanic[/h3]
- A mechanic has been introduced that amplifies or dampens the damage a player deals to a monster if the level difference exceeds 5. Once this threshold is surpassed, the damage will increase or decrease based on the level difference between the attacker and the target, with a maximum gap of 40. This same logic applies to monsters attacking players.
- The attack type mechanic against armor types has also been extended to affect playable characters. This change will alter the damage received by monsters based on the monster type and the player’s armor type.

[h3]Critical Hit Chances & Misses (Misc)[/h3]
- The way skill success rate and critical hit probability are calculated has been updated. Now, skills with a 100% success rate can also trigger a critical hit.
- In conjunction with the gap calculation that eliminates the possibility of missing an attack, the critical hit probability of a skill will now increase if the level difference between the attacker and the target is greater than 20.

If you have questions, do not hesitate to reach us out in our discord server.
https://discord.gg/qcb2QNtbJM