Thursday, October 27, 2011

Mythos EU Is No More (Finally)

The time has come, at last, for Mythos Europe to bite the dust. The servers were closed earlier today, and the forums will die off tomorrow (28 Oct 2011). Many of us knew this was coming; some vocalized it more than others.

To those of you who made it a fun run: Thanks!

What to do now?!
It seems a few EU players are migrating over to the Russian server, run by Belver. The site can be found here. I recommend using Chrome for easy translation. Their version is reported to be slightly different from what Frogster was running. I can only assume that to be a good thing.

If anyone wants to play a good, free hack-and-slash ARPG, check out Path of Exile. This new game is the polar opposite of what Mythos turned into. The devs listen to all feedback, and take the time to respond in person. The game follows in the footsteps of great ARPG's like Diablo/D2 and Titan Quest, with a few unique systems tossed in such as itemized skills and coin-less, consumable currency. The graphics are realistic and gritty, not cartoonish and bright. It's probably one of the best-looking F2P titles you'll find. The devs plan on having around 100 skills and 1,000 passives by the time the game is released. There are 6 classes, although skills, passives, and items aren't restricted by class. It's entirely free to play, and the cash shop will only sell cosmetic and aesthetic items. You won't be forced to pay to win, or even tempted to pay for a slight advantage. It's currently in closed beta, but anyone who registers an account can be invited. The game should go open beta (soft release) in January. I have a clan going here, and anyone is welcome to join, beta member or not.

Sunday, September 11, 2011

Mythos Point Hits 5,000 Views

Today, this meager blog had its five-thousandth visit. There have been hits from the US, Germany, the UK, Poland, France, Italy, Romania, Spain, Belgium, Croatia, Hungary, Taiwan, Latvia, Bulgaria, Brazil, the Czech Republic, Switzerland, Canada, Japan, and China. Not a bad achievement, considering how small the blog is and how active the game's community is.

I hope everyone found something useful here.

Tuesday, June 21, 2011

Free Crafting Materials

As I no longer play Mythos, I feel I should give away my crafting mat stockpiles. Just post here with your character name and what you want, and I'll try to send it to you if I have it.

I have a little bit of everything, but it varies based on level. Please don't ask for anything tier 9 or 10. No Flasks, Animas, or Aethers.

Please, don't ask for any type of item other than mats. All of my good items, including skill recipes, level 48+ gear, gems, and all other high-level goods were all on my main account, which was banned.

 If you're in the Mythos guild, you get a special bonus!

Wednesday, June 15, 2011

What REALLY Ruined Mythos

The obvious reasons for the failure of Frogster's Mythos release aren't even Frogster's fault. Lack of development, lack of updates, lack of technical support, and ignoring the community's input can all be blamed on Hanbit. The only things we can blame on Frogster are the lack of news and a poorly-moderated forum. I find it unfortunate that I spent so much time and effort helping people and trying to improve the Mythos community. Now I'm on the other side of the fence: I love what the game should have been, but am totally lost for a reason to play it in the current state. Hanbit and Frogster need to reorder priorities and fix major game mechanics before I'll play again.

With that said, here is a non-comprehensive list of conditions and events that brought about the current decline in players' give-a-shit about Mythos:


  • Beta testing did not implement any useful changes. It only had one major patch for months of testing.
  • No bug reporting system, other than the public forum.
  • Beta testing limited players to around the first half of the game.
  • Translations: incomplete and incomprehensible. An American game turned Korean, then German/English.
  • No manual for playing the game, other than a poor introduction area and simply reading the controls menu.
  • No online database, other than a poorly-updated German fansite (mostly community's fault).
  • The developers decided to push an update almost immediately before release that entirely changed the combat mechanics of the game. No player testing was involved. This update also restructured the experience-to-level curve, drawing out the leveling process into a sort of horrid bell-curve that went from fast/easy to slow/grind, then back to fast/easy at later levels.
  • Crafting is always a few levels behind the areas that drop the required materials. Many crafting options don't work correctly. Chance to successfully craft useful items is very low.
  • Level requirements were added to items.
  • Item drops were changed drastically upon release. Available properties were changed, many completely removed. Max properties and sockets were lowered. Numerous "useless" items are still available (bows, crossbows, pistols, spears).
  • Chance to add sockets is extremely low, and doesn't vary based on items' level or quality.
  • The community was split into language-specific servers, and these servers were further split into town instances and chat channels. Players have no way of switching chat channels.
  • Early item shop transactions took up to two weeks to process.
  • At release, there was an obvious glitch that allowed a player to "dupe" stackable items. Having a full stack and a partial stack, one could simply sell and buy back the full stack to create two full stacks. Therefore, 20+1 potions would become 20+20 potions. 101 of the same crafting material could turn into an infinite supply. Worst of all, 101 Runestone Powders could quickly become in infinite supply of Magical Runestone Crests. Players were duping items to sell for gold, and using this gold for everything from enchanting high-value items to ranking up guilds. To combat this exploit, Hanbit and Frogster did... nothing. (I only know of one player to get banned for abusing this glitch, and I got banned for sharing his IP. The abuser only got banned because he went to the forums to brag and flame the developers. That's one legitimate ban, out of dozens of players who exploited the glitch).
  • Numerous bugs and glitches that were reported months ago in the beta testing still haven't been fixed. Most reported since aren't fixed, either.
  • The developers seem aimed at adding content and features, instead of fixing the multitude of broken features and mechanics.
Overall, the game has had more negative changes than positive.

    Friday, June 10, 2011

    Guild Safe Exploit

    Back in April, I made a post warning guild members to avoid depositing into the Guild Safe until the money was ready to be used. Here's why:

    The developers have yet to fix a bug I reported back in the closed beta test that allows any guild member, regardless of permission, to withdraw from the Guild Safe. It's yet another glaringly obvious bug that is simple to exploit. When a guild member without Withdraw permission clicks on the Guild Safe tab, the "Withdraw" button is visible for a very short time before disappearing. All one has to do is click it before it goes away, and withdraw the guild's savings.



    The fix is to run the permissions check before displaying the guild panel, not when opening the Safe tab. This easily-exploitable glitch is yet another that appears low in the priority list for fixing. In order to raise its priority, I suggest people exploit the hell out of this glitch. Maybe enough honest guild leaders and members will make enough noise to get it fixed.

    T3 needs to step up their efforts to fix the content that exists, instead of trying to appease the portion of the community that's begging for PvP and level-cap adjustments. If they had done this up to this point, they wouldn't have a failing game that has been losing its audience since release.

    Tuesday, June 7, 2011

    MrLo's Skill Gem Info

    Since the good folk over at Frogster decided to delete an informative post for no fair reason (and ban the posters), I've decided to post MrLo's information here. There is no reason this info should be banned from the public eye. It is simply data on items in the game that would be discovered eventually. It was found in the game, not by digging through files or anything of that sort. Obviously, there was some cheating involved to get the required items, but Frogster/Hanbit did nothing about the slew of players who exploited the glitch that allowed these items to be made. Only now, when MrLo brings his discovery to light, is anything done (and only to the people who shared info).

    These are the skill gems that MrLo made. Each gem requires the proper recipe and four Magical Runestone Crests. Most of the gems have the same name as the corresponding recipe. You can only receive five extra points per skill.

    Gadgeteer (Recipes: Blueprints)
    8 Gems


    Bloodletter (Recipes: Parchments)
    9 Gems


    Pyromancer (Recipes: Scrolls)
    10 Gems
    Here's a list of the gems shown above, along with the skill recipes that create them:


    Scrolls
    Fire Flower Embroidered Scroll          Fire Flower Embroidery
    Blackened Embroidered Scroll            Blackened Embroidery
    Burning Lava Scroll                             Burning Lava Embroidery
    Scarlet Embroidered Scroll                  Scarlet Embroidery
    Burning Flame Scroll                           Burning Flame Embroidery
    Red Sun Scroll                                    Red Sun Embroidery
    Flame Pattern Scroll                            Flame Pattern Embroidery
    Wild Dragon Embroidered Scroll        Wild Dragon Embroidery
    Burning Golden Embroidered Scroll    Burning Golden Embroidery
    ?                                                        ?

    Parchments
    Warrior's Parchment                          Warrior's Black Pearl
    Abysmal Parchment                           Abysmal Sapphire
    Grey Parchment                                 Grey Opal
    Bloody Parchment                             Bloody Ruby
    Judgement Parchment                        Judgement Diamond
    Frozen Parchment                             Frozen Topaz
    Screaming Parchment                        Screaming Amethyst
    Explosion Parchment                         Explosion Lightning Stone
    Forgetful Parchment                          Forgetful Topaz

    Blueprints
    ?                                                            Battlefield of Blindness
    High-Pressure Piston Blueprint               High-Pressure Piston
    Lightning Screw Blueprint                       Lightning Screw
    Electrocuted Brainwave Bulb Blueprint   Electrocuted Brainwave Bulb
    Anger Management Valve Blueprint       Anger Management Valve
    Lightning Driver Blueprint                       Lightning Driver
    Tightening Chain Blueprint                      Tightening Chain
    Driving Wheel Blueprint                         Driving Wheel




    If anyone has managed to make any of the gems missing from this list, please let me know and I'll add them.

    Update: Added text list of recipes and the gems they create.

    Update 2: Today, July 12, a new community manager for the forums "announced" the "new" skill gem system. Good thing we beat them to it by over a month. This post has had over 300 unique page views, which is probably more than the official forums are getting these days.

    Friday, June 3, 2011

    Banned from Mythos!

    I am fully disappointed with the way the Frogster/Hanbit teams handle accounts.

    Today I attempted to visit the forum, only to receive a message stating my account  has been banned. There was no explanation, so I started talking to my friends, and I think I have it figured out.

    I share my wireless network with a handful of neighbors, and I got a few of them playing Mythos. One of them recently started posting on the forum as MrLo, and alternate account. He put up two threads: one detailing the early release client's stack duping glitch, and another showing screenshots of his extensive skill gem collection, which was made possible by duping Magical Runestone Crests. Both of these threads have now been deleted, and he is also banned. It seems Frogster doesn't want the community to know about glitches they knowingly released into the game, or about content that exists in the game and is meant to be used!


    I tried to think of why I got banned along with him (he was an admitted cheater in one of his threads). Besides myself, MrLo is the only one out of the six people sharing my router's IP who got banned, so they didn't do a full IP ban or even a comprehensive check in that area. The only other thing we have in common is that I also posted in both of his threads. I have information about both of the topics, so I was able to share this information. I believe they assumed myself (WhiteBoy88) and MrLo are the same person, using two accounts. I also find this very insulting, if it's true. As an experienced vBulletin forum admin, I know that you can look up a user's registration IP, as well as every IP he's posted from. I would not be dumb enough to use the same IP on different accounts. It's far too easy to use a proxy. Obviously, everyone who uses my wireless router all have the same external IP: my cable modem's.

    I reported the stack-duping glitch to Arkathos, so I obviously know about it, how it works, and when it was patched. I did not exploit the glitch, and there is no reason I should be banned for it.

    I  have a few skill gems, but I'm not the only person who does, so that shouldn't cause a ban. I made mine legitimately, from long hours spent farming. Myself and a few other players put a lot of effort into discovering the secrets of skill gems, only to see that MrLo had duped up enough crests to make almost every gem in the game. I was very surprised and proud when I found out I had one of the few gems the cheater didn't have. I won't mention the names of those I worked with to make the gems, out of fear they will be banned as well. We spent a lot of time farming powders, pieces, and crests to upgrade. We also spent our gold buying them from other players. I had the intention of using the information we gathered to share the knowledge with the community (people might have noticed that I do this... a lot).

    I've talked to MrLo, who also expressed astonishment that I was banned. He knew it could happen to his main account, hence the use of  the MrLo alt. What he apparently didn't foresee happening was the assumption that I was his main account. His main didn't even get banned, and it's loaded with duped items and gold!

    So, Frogster and Hanbit... I'm disappointed, and will no longer be attempting to play Mythos Europe unless my account ban is lifted. This isn't just a ban against me, but a ban against the spread of information. I was one of the most helpful people on the English forum. I spent hours of my personal time helping others (take my achievement list as an example). I was in the process of creating a fan wiki and data center, containing information that is constantly requested on the forum.

    I'm sure I can find another free game to play...

    Friday, May 27, 2011

    What Does the Community Want?

    This was recently reposted from the original Hellgate: London forum to the new forum, and it did a great job of capturing the community's requests to the developers back in the Flagship days. While reading it, I realized that everything in that post applies to our very own Mythos Europe community. I'll post the original with strike-outs in areas I've changed to Mythos terminology. Have a read, and hopefully a few laughs.

    "If my ideas were implemented, HG:L Mythos would be perfect.


    I want HG:L Mythos to be just like Diablo 2. Right now, it’s too different from Diablo 2. Why would I want play HG:L Mythos if it’s different from D2? Then I would just play D2 instead.

    WoW sucks. But HG:L Mythos should implement all the cool stuff WoW has. Raiding sucks in WoW. That’s why I left WoW. But HG:L Mythos should have raiding like WoW. HG:L Mythos should be more like WoW, but without being like WoW. ‘Cause WoW sucks.

    I want the whole game to be solo-able. But I want raiding. Don’t scale raid content, that’s stupid, it should be impossible to solo, otherwise it’s not raid content. But I want to be able to solo it.

    HG:L Mythos is too easy. But NM is too hard, it’s broke. Fix it.

    I can’t find any rare drops. Well, not a lot, anyway. At least not the best items in game. Increase the rare drops so I can find the best items easy, but not so much so everyone else does. That would be stupid.

    HG:L Mythos has no endgame except killing the same boss over and over for loot. At least in Diablo2 and WoW, I could kill the same bosses over and over for loot in the endgame. HG:L Mythos should do the same thing.

    FSS Hanbit/Frogster should stop wasting time changing the marksman gadgeteer skills – it’s fine! They should be spending time on stuff like removing the heels from female character’s boots and making zombie children changing the xp curve and adding level requirements on items.

    Oh, and the marksman bloodletter is boring to play, just push one button. Fix the skills so there’s more variety. In fact, change all the class skills. There’s no variety, each one has one build that’s better than the rest. Make it so different builds are viable. Oh, and there should be better skill descriptions, too. I want to know before hand which skills are the best so I can make that build right away and pwn! I don’t want to waste my time experimenting with different builds, just tell me which one is best.

    I want more content! But I don’t want to pay a subscription to get it. Even if it’s not made yet, it should have been included with the game. Anyway, subscription content sucks and is a rip off. All it is are new areas, new bosses, new items. Instead, I want content that gives me new areas, new bosses, new items.

    And if you are going to do sub only items, don’t make them better than non-sub items. That would be imbalanced. If you are going to do sub only areas and bosses, make it so non-subs can play it too. Then it would be fair.

    But if you want me to subscribe, make it worth it. Give me items that non-subs can’t get. And maps and bosses, content non-subs can’t play. And the items have to be better than non-sub items, otherwise it’s not worth it.

    Quests are boring. All you do is kill ‘x’, collect ‘y’ and escort ‘z’. I want quests like in WoW where you can escort ‘a’, collect ‘b’, and kill ‘c’.

    The story is boring and sucks. There should be a much better story. And better cut scenes. I want a long, engaging story where everything I do matters. Oh, and I need a button so I can skip all the npc text, story, and cut scenes. It gets in the way when I’m trying to level fast.

    Speaking of which, leveling takes too long. I want power leveling. I want level 50 right away. That way I can do end game stuff – but it better not be just boss farming for loot! If I wanted that, I could just play D2 and WoW."

    Saturday, May 21, 2011

    "Two Hours of Power" XP Event

    Monday, 23 May, starts a one-week XP event. This is another chance for those stuck in the 17-40's grind to get an extra boost. All monster XP will be boosted 30%, but only for two hours each day. For those of us in American Central Standard Time, it's from 10:00am - noon.

    Also, the Community Managers will be holding a special runegate event, for which participants will be given a 15% XP potion that lasts for fifteen days. This event is only one day per server, for the same two-hour period. The English gets its day Wednesday, the 25th. Arkathos will be in-game to run the event.

    Check the official announcement (including times for all servers) here.

    Thursday, May 19, 2011

    Achievement List

    Looking for achievements to max your build's potential, or just want to see what's out there?
    Head on over to my post on the forum and browse the 300+ achievements I've listed.

    Please share any verified achievements (from this client version) that I'm missing, so it can be updated. At first post, I'm missing all of the PvP's, most of the Summons and Used Items, and more.

    Tuesday, May 17, 2011

    Crafting Material Info

    I've compiled a spreadsheet of every crafting material I've encountered. I'm looking for help from the community to finish filling in the holes (although I'm sure it's almost complete).

    Each of the three crafting disciplines has a tab for the materials it can refine. I've included known recipes for refined materials as tool-tip comments when you hover over them. Has anyone found any of these recipes not available from vendors?

    Planned addition: drop table info (locations, level ranges) and skill gem recipes.

    Updated with Lucid Phantasm

    * As per my usual doc-sharing wishes, I encourage you to save the doc for personal use, and spread it across the web. Please give me credit for my work by linking back to this blog as the source.

    Friday, May 13, 2011

    Double XP Weekend

    Get on and start killing; you'll earn double experience for quests and kills all weekend. Going from level 32 to 36 in 2 hours was fun, and I hope to be 50 by the end of tomorrow!

    Hopefully Blogger doesn't go down again, so I can actually post more often  :/

    Thursday, May 5, 2011

    Client Update!

    I haven't posted for a while because... Well, I've been playing too much, to be honest.

    A new update is out, consisting mostly of localization fixes with a few bug fixes thrown in. Find the patch notes here.

    A lot more text now fits into areas like it should, although they cheated some with abbreviations. Most notable are the guild window (great results) and auction house.

    Players who bought the box version probably noticed the advertised 3 extra inventory bags were actually just 1. Players who redeem their code now will receive the proper 3 bags for 7 days, while those who have already redeemed will receive a new code via email, which will give them 2 bags for 7 days.

    There are also some unmentioned fixes, which will have a great impact on the game's economy. Just be satisfied in knowing your items will have reasonable value now!

    Wednesday, April 27, 2011

    Pre-Order Shipping

    I've been posting my progress in ordering the Mythos retail box in this thread. Today, I received an email from The Hut about my order:


    Thanks for placing your order with us at TheHut.com, order number ########.
    We're sorry that your order for the product(s) below has not yet been sent.
    • Mythos
    We're sorry this has happened. We're continuously looking for ways to improve the service we offer to you and we really hope you'll give us a chance to do better next time.
    We're still following this up with our suppliers and we'll keep you updated on the status of your order.

    An apology for not shipping an item early enough to use the included early access code? Store lists it as out-of-stock, so maybe they haven't even received them yet. Has anyone got a shipping notification from The Hut?

    Tuesday, April 26, 2011

    Boredom Post 2: Luck

    This is a post I made on the forums in response to someone asking how Luck works:


    From what I hear and read, most people think luck works like magic find in Diablo 2. I believe that Luck works similarly to how it did in Hellgate: London, considering Mythos was originally meant to test that game's engine. If someone can prove this assumption wrong, then this info won't be accurate:

    - When loot drops, the first thing that is rolled is the number of drops. Then it rolls the quality for each drop, followed by the stats and affixes for the individual items. Each mob/boss/chest has a loot table of base items and affixes it can pick from.

    - The ONLY roll that luck affects is the quality of the drops. It won't give more drops, or better stats/affixes. It will not affect whether the item is an armor piece or a health potion. It also has no affect on the quality of gems.

    - The game associates every item rarity with a luck number (example below). Luck simply reduces the chance for an item to be Common (white), thereby increasing the chance of a higher rarity.


    I have no clue what numbers are actually used in the game (those are definitely much higher than I'm using), so this is just an example:

    Each rarity level has a luck "value", which is totaled up:
    70 Common (white)
    35 Magic (green)
    25 Rare (blue)
    10 Mutant (purple)
    7 Legendary (orange)
    3 Unique (yellow)
    150 total

    Based off the above numbers, a drop has a 47% chance of being Common (white), 23% chance for green, 17% for blue, 7% for purple, 5% for orange, 2% for yellow.

    Let's say your toon has a total Luck score of 30. Since luck only affects chance to be Common, the list now looks like this:
    40 Common (white)
    35 Magic (green)
    25 Rare (blue)
    10 Mutant (purple)
    7 Legendary (orange)
    3 Unique (yellow)
    120 total

    By lowering the chance to be white, you've effectively raised the chance of a drop to be green from 23% to 29%. Blue goes from 17% to 21%, purple from 7% to 9%, orange from 5% to 6%, and yellow from 2% to 3%, rounded up.

    Keep in mind that this is how the Hellgate: London luck system works, and I'm only assuming it's the same because Mythos was designed to test that game's engine.



    I did test runs earlier in the Beta, and I can conclusively say that Luck has a greater effect than people give it credit. I won't post my gear or full test results, but on average I saw close to 50% less whites drop whilst wearing Luck gear, over 200 runs in the same dungeon.

    Item Shop!

    Read the announcement of the item shop going live. Here is what was in the shop in the very last Beta update:



    It seems that the system for purchasing item shop currency ("bones") is broken, so we'll have to wait and see how that pans out.

    Wondering what all the items included in the box version do? Check out this post on the forums!

    Monday, April 25, 2011

    Boredom Post 1: Novas

    I've seen questions and misconceptions about Nova properties on items, so here's a rundown.

    There are 3 classes of novas:
    On Hit: chance for nova when your attack hits an enemy
    On Attack: chance for nova when you attack an enemy in range of your weapon
    When Hit: chance for nova when an enemy hits you

    example from commenter

    Percent chances for novas don't stack, even if it's the same kind of nova. So, if you have a weapon with 1% chance for fireball nova on hit and 4% chance for fireball nova on hit, you don't have 5% chance for a nova. What you have is literally a 1% chance and a 4% chance on 2 different rolls. When you hit an enemy, the first nova chance is rolled. If it fails, the second chance is rolled. If the first triggers ("procs"), the second is ignored.

    You may also notice that the percent chances for novas are very low. You have to do quite a bit of swinging with your sword to get that 1-3% chance to roll in your favor. Still, when it does, the nova can do a lot of damage. From what I've tested, nova damage is based on item level (not weapon damage). If you're still using a level 18 weapon against level 32 enemies, your novas won't do much damage.

    +Cookies to whomever can find a screenshot of the low-level unique club that has a bunch of nova properties on it!

    Found it!

    Sunday, April 24, 2011

    4 Days of Boredom

    As we should all know by now, the servers have been shut down today, ending the Beta Test for Mythos. We now have to wait 4 days to play upon release, unless you're lucky enough to receive the box version before the 28th.

    With no more testing to be done, I plan on posting some detailed information regarding a few game mechanics I often see people ask about in-game. Check back and leave some comments!

    Saturday, April 23, 2011

    Stats and Bonuses

    Interested in what stat points actually do for your character? Check out this spreadsheet I made today.
    It has:
    - Starting racial bonuses for each race/class combination
    - Effects of stat points on attack/defense ratings, damage % bonuses, and HP/Mana for each class
    - Stat % bonuses from skill tree levels for each class
    (Check tabs at bottom left of your browser window for each class)

    Feel free to share the spreadsheet link, but please also link back to this blog as the source.
    Please comment if you find anything incorrect, or if this info helped you out.

    (Download the spreadsheet in .xls format)

    EDIT (24 Sep 2011):
    **This information is very inaccurate due to updates over the past few months. Sorry, but I have no intention on updating it.**

    Friday, April 22, 2011

    A Warning to Guilds

    Don't put gold into your guild bank unless you're going to use it immediately. I won't say why, but please take my advice; this warning is warranted.

    New Update, Everyone's Still Pissed

    Coming back from a road trip, I see that the client has been updated yet again. This time, the intent was to balance the leveling curve. The end result, it seems, is longer time spent and more grinding per level. The XP per level was raised, but neither quest nor kill experience was raised to compensate.

    The other main talking point at the forums is the removal of Recall Charms. The only good thing this does is remove the full health/mana trick. Soloing will take a hit, players will be forced to abandon or dismantle more loot, and partying will become a complete pain in the ass.

    Go to the forums and voice your opinion!

    Wednesday, April 20, 2011

    Level Cap Removed!

    Today, we were surprised by an update which includes the removal of the level 27 cap. Players will get a few days of full content until midnight, 24 April, when the servers will go offline in preparation for the game's full release (for us Americans, that's about 5pm CST). At this time, all character and guild information will once again be wiped out, allowing for a fresh start upon release.

    This update is also supposed to include bug and language fixes, and more guild features; I'll post more on these when I've had time to look around in-game.

    If you're having trouble with the updater hanging or giving "file merge failed" errors, just close it and run again. It took 4 runs for me, but all files downloaded and merged properly and I was able to get right into the game.

    Tuesday, April 19, 2011

    A Mythos Blog?

    Well, why not? This game has a rough history, and the current state isn't much better. But, that won't stop us fans from having our fun until the game dies out again forever. Here, I'll be posting pretty much anything related to Mythos, as it is, concentrating on Frogster's English server.

    I'll start off by listing the major issues plaguing affecting the current state of the game:

    Translations - The English translation is terrible. I can't speak on the other languages, but this still needs tons of work. Areas have multiple names, conversations are difficult to understand, skill descriptions aren't clear, and some NPC's still have Korean voices.

    Damage System - In the last client update, the damage/health, skill/mana, and potion systems were changed in a way that slows the game down significantly. Skills have long cooldowns and higher mana costs. Potions barely make up a fraction of a character's HP total and have a 10-second cooldown (meaning it takes 20-40 seconds to regain full health).

    Enchanting - You now have a higher chance to enchant +resistances and %resistances over other properties.

    Loot System - Drops have been changed in what seems to be an effort to enhance the usability of quest reward items. Green items are now even more useless than ever, Blues and Purples have lower chances of rolling properties that people want, and Orange items will rarely ever roll anything other that +stats and +attack rating. Uniques have been edited, also. Most notably are the removal of +damage properties from some armor items.

    Auction House - The AH on the English server doesn't work. The "Buy Now" function is inoperable. Some players can't place normal bids. If you list an item that doesn't sell, you may not receive the item back.

    Start-up Bugs - Many players are reporting hang-ups and crashes when trying to load the game. Some of these problems can be fixed by running the client in Windows XP SP3 compatibility mode, or running Updater.exe from the \bin folder.

    Stuttering/Freezing - Some players are experiencing constant stuttering and inability to interact with NPC's. Popups from hovering over items can cause the game to  freeze for a few seconds.

    Graphics Bugs - Non-loading textures and pixel shader issues are still causing grief to a number of players.

    Game Economy - With the Auction House not working, players have a hard time making money. Luckily, this beta has a glitch which allows infinite money generation (I won't be posting details here). This glitch demonstrates a severe coding mistake that, if left as it is, will destroy the game's economy upon release by flooding the market with currency. With no other real currency items, I foresee crafting materials becoming currency in place of gold.

    Even with all these problems, a lot of players seem to be sticking it out. At least, for now....