The second main point of interest are the new rifts in time in Brusthonin and Theobomos that are only open at very select times. In the Korean game these are called space disruptions and the text used to describe them is different from the way rifts are described. A universal instance system has also been added so that people no longer need to painfully search for groups from just their server. This has been needed for a long time.
Please note that when reading the patch notes below, the names of dungeons and mobs are the direct translations from Korean and may not match up to localization efforts for different territories.
3.5 Update: The one who faced Tiamat
Dungeons
Citadel of Tiamat Dungeon
This dungeon is inside the Eye of Tiamat and has entrances made for each faction. The required level to enter this dungeon is lv60 and the cooldown resets every morning of 9AM with no entrance quests. It also has a player limit of 6.
Dragon Lord’s Sanctuary
This dungeon is also inside the Eye of Tiamat and different entrances for each faction. The required level to enter this dungeon is 60 and the cooldown resets every 40 hours after the entry with a player limit of 12.
The third crucible: Arena of Cooperation.
This instance is a pvp arena that is designed for 2v2v2, which makes you battle it out with your foes within a set time. There are total of 3 rounds and each round ends if the time is up or one of the team reaches the set points.
- For entry you need an ‘Arena of Cooperation Entry Ticket’ to enter and the required level to enter is 46 and up with a different level range for matchmaking.
- You can’t enter with a high level friend who is not in your level range for matchmaking.
- Entry types: Personal Training, Quick Training and Group training.
- Level Brackets: 46 ~ 50, 51 ~ 55 and 56 ~ 60
- Rewards: Temper Medal of Bravery, Abyssal Points
- You can only enter the Arena of Cooperation during certain times and Arena of Chaos/Solitude’s entry time has also changed to the same. These times are weekdays: Noon ~ 2PM, 8PM ~ 2AM as well as on weekends: Noon ~ 2AM.
3rd Crucible: Arena of Glory
- The Arena of Glory’s game mechanic is for 4 people enter the same arena (can be different races) and battle out with each other. There are a total of 3 rounds and each round will end if the time runs out or someone reaches the goal point.
- The entry ticket is given to the 1st and 2nd place of Arena of Chaos and the 1st place of the Arena of Cooperation. The lowest level possible for entry is level 56.
- You need 3 ‘Arena of Glory Entry ticket’ to enter
- Entry Types: New Training, Quick training
- Level bracket: 56 ~ 60
- Rewards: Mythril Medal, White Gold Medal, Insignia of Glory, Abyssal Point
- Entry Time: 8PM ~ 10PM
Space Disruption

- Using the Space Disruption, Elyos players can go to Brusthonin and Asmodians to Theobomos.
- Space Disruptions only occur on Mon, Wed, Fri and Saturday from 10PM to 12AM (2 hours).
- When the Space Disruption is going around, any type of PvP protection around the area dissipates.
- Space disruptions end if the 2 hours are up or the faction destroys the opposite faction’s Space Disruption creator.
- Once the Space disruption ends, all infiltrating players will be teleported to the Temper Training Facility.
Rifts
Now up to level 60 players can use rifts. Race protection for Eltnen, Heiron, Morheim and Beluslan areas have disappeared and you will no longer will get a debuff if your level is high.
Mounts

- New mounts were added
- You will now be able to destroy mounts that you were not able to sell to vendors.
- Fixed graphical issues for some of the mounts.
Housing
- Town growth system: There will be notice boards in Elian / Fernon areas that give quests. Once you complete that quest your town will grow just a little bit.
- New appearances for the houses: You can now change the appearance of your house through the sign outside your house or through your butler. Each rank has its own unique look.

From top left going clockwise: Regular Leaf House, High Quality Leaf House, Luxurious Leaf House and Grand Leaf Mansion
- Once you use ‘Teleport to House’, there will be an added function where you will be able to return to the same place where you used the ‘Teleport to House’ item at.
- Added a furniture dye item
- Increased the amount of furniture you can add for the Luxurious House to 60 from 50 and Grand Mansion to 90 from 70.
Legions
- Increased the level cap of Legions to 8 from 5.
- Level 6 Legion from level 5 will require 50,000,000 Kinah(Amount varies by tax rates) with a minimum of 6 members and 2,500,000 contribution points.
- Level 7 Legion from level 6 will require 75,000,000 Kinah(Amount varies by tax rates) with a minimum of 6 members and 12,500,000 contribution points.
- Level 8 Legion from level 7 will require 100,000,000 Kinah(Amount varies by tax rates) with a minimum of 6 members and 62,500,000 contribution points.
- New Legion member / storage cap for all levels: Level 6, 180 members and 64 storage slots. Level 7, 210 members and 72 storage slots. Level 8, 240 members and 80 storage slots.
- Level 6 Legion from level 5 will require 50,000,000 Kinah(Amount varies by tax rates) with a minimum of 6 members and 2,500,000 contribution points.
- Legion Side quests were added
- You attain legion side quests once your Legion goes over level 5.
- There are multiple branching quests that are below the side quests and depending on how many times the members of the legion complete the quests it will decide if the quest is complete or not.
- Once the side quest is completed you will receive rewards depending on your contribution points.
- You can also receive Legion Currency through doing the side quests.
- However, you will not be able to do any Legion Side quests in the United Rookie server.
- You attain legion side quests once your Legion goes over level 5.
- Once your Legion goes over level 6 you will be able to spend your Legion Currency to buy items from the Legion Item Vendor.
United Rookie Server
[Editors note: only the Korean region has this server. It does not exist for the other regions.]
Increased the areas the united rookie server will offer:
- You can now roam the areas of Theobomos for Elyos and Brusthonin for Asmodians.
- You can now access the Secret Research Base and Adma’s Citadel.
United Instance Server System
Added the united instance server system
- You can now find party members from all servers and now the queue will be much quicker than before.
- There are some added buffs for using this system: EXP and item drop rates will increase and the buff ‘Promise of Victory’ will be even stronger, but it will vary depending on the dungeon. PvP instances won’t see these benefits.
- Here are some of the dungeons that are affected by this: (You will need to correct me on many of the dungeon names.) Nochsana Training Facility, Fire Temple, Dark Poeta, Theobomos Secret Research Facility, Adma’s Citadel, Draupnir’s Cave, Iron Rake, Abandoned Udas Temple, Udas Temple Basement, Dredgion, Chantra Dredgion, Sadha Dredgion, 1st Crucible, Arena of Solitude, Training Ground of Solitude, Arena of Glory, Arena of Chaos, Training Facility of Chaos, Arena of Cooperation, Training Facility of Cooperation.
User Interface
- You can now add people to your friends list even if they are offline.
- You can now add/ignore people on your friends list in the united rookie server, even if they are in a different server.
- You can now share the friends and ignore lists from different characters as long as they are on the same account.
- Normal servers won’t allow players to add players from different servers, however the United Rookie server players won’t be able add offline players to their friends list.
- New Emoticon window has been added.

- Now you will be able to bring up an individual member’s status bar through the Alliance Menu.

- We’ve added the option to add either the normal server or the Rookie server to make experience more enjoyable.

- You will now be able to view people’s AP in the united rookie server.
- Cooldowns will show properly with the skill icons.

- Changed a little of how the Flight Master displays the flight points.


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Comments
Actually you could group but as a duo only or just solo.
It would be interesting though.
[url="http://power.plaync.co.kr/aion/3.5+%EC%97%85%EB%8D%B0%EC%9D%B4%ED%8A%B8+-+%EB%8A%98%EC%96%B4%EB%82%98%EB%8A%94+%EB%AC%B4%EA%B8%B0"]LINK to the extendables nd scroll down please[/url]
ENJOY
BTW NEW 3.5 Extendables... why dont i see them there in the 3.5 patch notes
[url="http://power.plaync.co.kr/aion/3.5+%EC%97%85%EB%8D%B0%EC%9D%B4%ED%8A%B8+-+%EB%8A%98%EC%96%B4%EB%82%98%EB%8A%94+%EB%AC%B4%EA%B8%B0"]LINK to the extendables nd scroll down please[/url]
ENJOY
[/quote]
The new gear was a separate post on the kAion site. And yeah, I need to take time this weekend and do a proper article on the new gear all the way around.
The new gear was a separate post on the kAion site. And yeah, I need to take time this weekend and do a proper article on the new gear all the way around.
[/quote]
I'm very much appreciated sir. I'm quite curious to this stats of the new extendables.
Omg, new extendables. There are some gamebraking things in Aion. Extendables are one of them. There was actualy a reason why there were new ones in 2.0-3.0 (ok except this 'impossible to get' one) - extendables are freaking OP.
[/quote]
QQQQQQQ i can no longer slow and kill from range without even being hit QQQQQQQ
If they add new extendables they better be with PvP damage, i don't get why every other class can have both (pvp dmg and extendable) because of the merge and assassins can't.
[/quote]
Assassin doesn't need extendables at all.
Extends on a class that has +20% speed advantage by default, with several teleport skills + resist spells on a relatively low cd, now THAT would be op. Your dps output is so high compared to the regular HP pool, that you just need to catch the target once to burn remove shock, and a second time to rape it very easily.
Let's not forget you've got stuns to apply control and your macc is getting boosted, which is, again, biggest bs ever. It takes ONE landed stun, just ONE, to take down any class except a templar from full to 0 hp. Then sins complain stun land rate sucks? That's like complaining sorc's 4k dp is on a 1h cd tbh.
Biggest problem with sin class is that way too many noobs rolled sin cause it's badass, thinking they could play it like a warrior. A skilled sin like Overby can kill pretty much anything except top class players like him without any stun, just simple tracking + weaving. And to take care of those players, you always have OOA. Ofc it's easier to rely on 100% stuns for easy frags, but then yoooo sin is so much harder to play than any other class
Extends on a class that has +20% speed advantage by default, with several teleport skills + resist spells on a relatively low cd, now THAT would be op. Your dps output is so high compared to the regular HP pool, that you just need to catch the target once to burn remove shock, and a second time to rape it very easily.[/quote]
Improved speed has no meaning if your enemy a) is able to run even faster or b) is able to throw roots/slowdowns every few seconds at you.
[quote]It takes ONE landed stun, just ONE, to take down any class except a templar from full to 0 hp.[/quote]
Could be said about pretty much every other class.
The problem is that 2hand weapon users get superb weapon features all the time.
Remember what weapon fusing was supposed to do?
It was supposed to enable 2hand weapon users to have the same amount of manastone slots as 1hand weapon users.
While it was supposed to only grant the same amount of manastone slots as 2 1hand weapons NCsoft totally overbuffed 2hand weapon users with the ability to create extendable pvp 2hand weapons and make the seondary weapon carry over 20% (or 10%) of its base attack/mboost to the main weapon.
What did 1hand weapon users get?
-No weapon fusing.
-Contrary to fused 2hand weapons an offhand 1hand weapon does not contribute to skilldamage at all
-Attackspeed got nerfed so two attackspeed weapons do not stack anymore
-1hand weapon users have to pay double the amount of AP/medals to get similar pvp bonus damage
-no passive KD/KB effects
-nerfed proc rate for offhand godstones
-crit modifier für swords/daggers got nerfed
-in many instances you have to go twice the amount as 2hand weapon users because of missing set effects which make the weapons sub-par when used without the set effect (a glad for example can just walk away with a padma spear, assassins need two different padma weapons to get the full effect).
Did you see the stats?
Dagger and sword have no attack speed at all, which means we'll have to run around with lowlevel offhand weapons like alukina/trio/lannok which have crap bonus stats and low base attack while 2hand weapon users can just fuse their extendable weapon with superstrong level 60 pvp weapons with really good bonuses.
Balanced? I dont think so!
If you aren't able to approach a ranged class with the skillset you have now, sorry but you're doing it wrong. The only class that could still be somewhat troublesome is sm, since a smart one can strip your resist spells, but who doesn't have issues against them?
To be honest, those weps are still op, since they're perfectly viable as long as flurry is up, not that bad considering it's a 2min cd. All in all, i wouldn't complain at all since u will still have the option to use ext weps you don't even need
Extends on a class that has +20% speed advantage by default, with several teleport skills + resist spells on a relatively low cd, now THAT would be op. Your dps output is so high compared to the regular HP pool, that you just need to catch the target once to burn remove shock, and a second time to rape it very easily.
Let's not forget you've got stuns to apply control and your macc is getting boosted, which is, again, biggest bs ever. It takes ONE landed stun, just ONE, to take down any class except a templar from full to 0 hp. Then sins complain stun land rate sucks? That's like complaining sorc's 4k dp is on a 1h cd tbh.
Biggest problem with sin class is that way too many noobs rolled sin cause it's badass, thinking they could play it like a warrior. A skilled sin like Overby can kill pretty much anything except top class players like him without any stun, just simple tracking + weaving. And to take care of those players, you always have OOA. Ofc it's easier to rely on 100% stuns for easy frags, but then yoooo sin is so much harder to play than any other class
Because Gladiators do? get real, a melee class with so many CCs should never exist.
Yes, the 20% more speed is nice when it doesn't burns all your mp, as in, rangers are faster than us with speed of the wind plus tactical retreat (not to mention charge, wow, etc). Our dps output is based on our buffs which have a long CD, meanwhile gladiators can crit around 2/3k with all their random skills, get real.
Funny, you know, it's actually the same problem with gladiators. Everyone rolled one because it's easymode, but now they're stuck with a class that they can't play, and hence cry all day on the forum.
Can kill pretty much everything? he can kill newbies, big deal, everyone can do that.
Just watch the video where he fights against Setys, where with full rune land rate he still lose 50% of the fights, but he lands every stun, he should be OP (like the sorc 4k dp!).
Now, imagine a sin that doesn't land ANY rune against the same skilled sorc, right, you got it.
Yes, the 20% more speed is nice when it doesn't burns all your mp, as in, rangers are faster than us with speed of the wind plus tactical retreat (not to mention charge, wow, etc). Our dps output is based on our buffs which have a long CD, meanwhile gladiators can crit around 2/3k with all their random skills, get real.
Funny, you know, it's actually the same problem with gladiators. Everyone rolled one because it's easymode, but now they're stuck with a class that they can't play, and hence cry all day on the forum.
Can kill pretty much everything? he can kill newbies, big deal, everyone can do that. Just watch his video against Setys, where with full rune land rate he still lose 50% of the fights, but he lands every rune, he should be OP.
Now, imagine a sin that doesn't land ANY rune against the same skilled sorc, right, you got it.
Yeah they do, also i dunno where do u see all those "CC", we've got only 2 that reliably land, and they're both on 3 min cd. What should we do once those are down?
3k crits you will see only from final strike btw, and that's with berserking up, which is, again, a 3 min cd. I'm 100% positive a sin will always deal much more dps without any buff up than a gladiator will in the same conditions, not sure about berserking.
About Overby-Setys, remember those are DUELS. Now, imagine what would happen to any sorc if a sin played like that came out of hide (like he's supposed to do). I bet 99% of them wouldn't even realize what hit them before they die. Duels are like a chess game, you can think about your moves, so unless you're really bad you will always give your opponent a hard time.
When it's time to think and react fast thought, that's a whole different story, and sin can exploit that kind of situations as they please.
3k crits you will see only from final strike btw, and that's with berserking up, which is, again, a 3 min cd. I'm 100% positive a sin will always deal much more dps without any buff up than a gladiator will in the same conditions, not sure about berserking.
About Overby-Setys, remember those are DUELS. Now, imagine what would happen to any sorc if a sin played like that came out of hide (like he's supposed to do). I bet 99% of them wouldn't even realize what hit them before they die. Duels are like a chess game, you can think about your moves, so unless you're really bad you will always give your opponent a hard time.
When it's time to think and react fast thought, that's a whole different story, and sin can exploit that kind of situations as they please.
Do i really have to type them all? please.
As in, long CDs? because you think that assassin's damage/control is not based on long CDs?
But an assassin doesn't have random KDs and UD, hence, if he doesn't land any stun (because of the target mres) he has no way to control his opponent, meanwhile his opponent can still control him.
Aion fights are not about staying in the same place and doing as much dps as you can.
Duels, yes, i'm talking about 1v1s against skilled opponents, i don't care about ganking some newbies that do PvE.
But, on a open world PvP scenario, where a skilled sorc is focused/looking for PvP, he could still react intime (plus, he could have enough mres to resist the assassin skills plus WA, since Setys removed his mres to make the fights more fair).
Now, if you watch the other Setys videos, you would see that he killed Overby after he jumped on him from hide, because he resisted everything.
So, it should be really easy to understand that an assassin that can't land his form of controls is going to lose against a skilled opponent, but will still rape newbies.
As in, long CDs? because you think that assassin's damage/control is not based on long CDs?
But an assassin doesn't have random KDs and UD, hence, if he doesn't land any stun (because of the target mres) he has no way to control his opponent, meanwhile his opponent can still control him.
Aion fights are not about staying in the same place and doing as much dps as you can.
Duels, yes, i'm talking about 1v1s against skilled opponents, i don't care about ganking some newbies that do PvE.
But, on a open world PvP scenario, where a skilled sorc is focused/looking for PvP, he could still react intime (plus, he could have enough mres to resist the assassin skills plus WA, since Setys removed his mres to make the fights more fair).
Now, if you watch the other Setys videos, you would see that he killed Overby after he jumped on him from hide, because he resisted everything.
So, it should be really easy to understand that an assassin that can't land his form of controls is going to lose against a skilled opponent, but will still rape newbies.
Hide during duels means absolutely nothing, you still know a sin is going to jump you, you know what's coming therefore you're ready to react.
Assassin doesn't need random KDs because it has way more than enough dps to annihilate ANYTHING but templars during 1 single landed stun, while glad has to proc KD, KD, KD, KD again, you said it yourself, before his target is dead.
Very seldomly we can dish out a good burst using all skills at once (with berserking up ofc), which are 30, 18sec,1min, 12 sec cd (provided you've got very good ping, i can pull off only 3 of them most of the time), and all of them have to crit, which is a whopping 12,5% chance to happen on 3 skills, 6,25% on 4.
It's actually very simple really, the higher the dps, the less control you need because it takes you less time to do your job. You do realize than, if assassins could actually land every single stun they have, they would be unbeatable by anyone, right? And you still can use OOA every 5mins to land almost everything except on MR clerics.
Assassin doesn't need random KDs because it has way more than enough dps to annihilate ANYTHING but templars during 1 single landed stun, while glad has to proc KD, KD, KD, KD again, you said it yourself, before his target is dead.
Very seldomly we can dish out a good burst using all skills at once (with berserking up ofc), which are 30, 18sec,1min, 12 sec cd (provided you've got very good ping, i can pull off only 3 of them most of the time), and all of them have to crit, which is a whopping 12,5% chance to happen on 3 skills, 6,25% on 4.
It's actually very simple really, the higher the dps, the less control you need because it takes you less time to do your job. You do realize than, if assassins could actually land every single stun they have, they would be unbeatable by anyone, right? And you still can use OOA every 5mins to land almost everything except on MR clerics.
Hide during a duel could help the assassin to kite off many enemy skills, but it seems that everyone cries when an assassin does that, like we are forced to hit a gladiator meanwhile he has wall of steel/UD/berserk or a templar meanwhile he has holy shield/iron skin/etc.
And, exactly, what makes you think that? the only way an assassin can deal that much damage is when he has every buff up (short duration buffs with very long CD), hence, every class has a skill to counter this short duration buffs.
Then why Setys still won 50% of the duels against Overby even if Overby was landing every stun? (i'm using Overby as example since you said that he is a good sin).
I already proved thru your example that you're wrong, but you seems to skip this part, not only Setys killed Overby when he was trying to gank him from hide (so he was not expecting him) but he even won 50% of the duels when Overby was landing every stun on him.
which ppl are you dueling seriously !_!