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CABAL Online Publisher Blog

Official blog of the free-to-play game CABAL Online. In this blog we will give a behind the scenes look at what is being developed, as well as up to date news, information and promotions. Visit for more details on the game.


Illusion Castle: The New Dungeons

Posted by CABALEU Friday March 26 2010 at 1:24PM
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With the update set to go live on Monday (29th March), this will be the last of the Illusion Castle blogs. And of course we have saved the best till last. Illusion Castle introduces two brand new dungeons to the game  and in this blog we will give you a sneak peak of what to expect. 

If you haven't already seen it, the official gameplay trailer (featuring the new dungeons) is now available. Hopefully the team will soon upload it to the video section of the site but in the meantime it can be viewed online at youtube (

Crazy Steamer

The new solo dungeon and the first real successor to the Panic Cave that went live in the previous update. Just like the Panic Cave, Steamer Crazy is also a timed dungeon run with three possible difficulty levels. Furthermore once again dying means the dungeon ends. You cannot use an odd circle to resurrect yourself , meaning the dungeon is a frantic, fast-paced experience that will force you to stay awake.


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The entrance to the dungeon is set halfway through the wastelands of Fort Ruina, in the area with the old trains and railways. Once inside you are transported to the back of a moving train, and it looks really cool to see the railway flashing past while you fight on the narrow train itself. I say this with every new dungeon, but the developers and designers get better with every update, and they keep on trying new things, such as a dungeon set on a moving train in this case.


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 Progress through the train is not quite as linear as it first appears to be, which I also enjoyed, and what is great about Crazy Steamer is that it has two chests with treasure, not just one. The drops also improve with the harder dungeons, even though the easy version can drop some rather rare pieces of equipment. Before anyone asks, yes, you will still receive character binding, and bind-on-equip, weapons and armour.

Overall the dungeon feels slower than the Panic Cave, and excludes the wild rush that characterises the older DX. It also appears to be a bit easier, although that is always hard to judge on the test server, and overall I enjoy this one more than the Panic Cave. I am curious to see how it will be received on Monday, but I am prepared to say I think most people will enjoy it quite a lot.


That circle animation means trouble -


A rather fiery encounter -


Illusion Castle Underworld
This is the big one. The first and most obvious part of this dungeon is the freeview camera, which has only been used for the Forbidden Island dungeon before. Unlike the Forbidden Island however, Illusion Castle is located underground, in a vast maze of caverns and walkways. It is also rather longer than most of the current dungeons, with a dungeon time of two hours. Once again you can see the developers trying new things, and I think it really works in this dungeon.

The dungeon is meant to feel like a cavern. Stalactites and stalagmites appear everywhere, and occasionally you come across places where the ceiling of the cave has collapsed, allowing light to intrude from the outside. Other areas have you moving across narrow walkways, or past deep chasms with strange lights shining in the depths.

Full image:

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The Illusion part of Illusion Castle is there for some very good reasons, and everything in there is not what it appears to be at first glance. There are one or two sections in particular that will prove an interesting challenge to get past.

There are also some hidden quests to discover, and extra bosses hiding in the deepest part of the cavern, if you can find them of course. You will also see a very interesting use of the new looting rules in action.

The dungeon ends with a very interesting promise, which makes for a fairly clear indication of what is to come in the future.

Promises of things to come? -

There is a title for completing this dungeon, and you become a ‘Distorted Soul Saviour’ when finishing Illusion Castle. The second rank of the title gives 1% resistance to all skill amp, and the third gives 2% - small bonuses as with almost every dungeon title.

As always feel free to ask questions in the comments section, and I will try my best to answer them.


Illusion Castle: New Items

Posted by CABALEU Wednesday March 24 2010 at 4:52PM
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It's that time of the year again, as we move ever closer to the next eagerly-awaited update for Cabal Online. This update is shaping up to be a good one as well; where the previous update, Reloaded, refined and polished lower level content Illusion Castle brings a much-needed UI update, some new dungeons, weapons and other bits and pieces to improve the gameplay experience.

This is the third blog on the update (with previous blog articles covering the new user interface and party system) and will cover the new items and equipment.

New Weapons

The new Lycanus weapons are unique to the Illusion Castle dungeon, as they will only drop from the boss chest there. They do not drop with every run, but they are not that terribly rare either. They are character-binding when you pick them up, but to compensate for this there is a link in the normal chat that appears whenever one of these do drop, so that everyone can see which attributes it has before deciding on who gets it.

Lycanus weapons come with 3 random craft options, with the possibility of being slotted as well. The craft options are randomly chosen from the following list:

* All Skill Amp up
* Critical Rate up
* Critical Damage up
* Add Damage increase
* All attack increase

This means they will be for both sword and magic classes at the same time, as should be obvious from the following image of some of the Lycanus:

Full Image:

The exact amount of each craft can vary, as you can see from the Add Damage going from 5 to 15. These weapons also upgrade like Mithril, needing Highest Cores, and their stats increase in the same way, for example a +1 Blade will have 6 more attack than a +0 one. So with a bit of luck on the crafting options you could find yourself with a very decent weapon indeed.

True to form the developers are improving the appearance of newer gear, each time producing something even better looking than the last. The Lycanus weapons have to be some of my favourite items ingame up to date, especially the bow and shield. We will be releasing some official marketing screenshots at a later date, but I felt that I had to include some screens with this blog entry, so I took some of the summoned weapons, and the Wizards' staff. Enjoy!


New Belts

The belt slot finally has a use, and even though none of the current belts offer any game-breaking advantage they are good to have. Each belt comes in a version from +0 to +4, so five of each kind of belt, and they offer you the following:

Belt of Rapid: Increase the Dex stat (+1, +2, +3, +4, +5)
Belt of Guard: Increase your Defence (+2, +3, +4, +5, +6)
Belt of Vital: Increase your HP (+20, +30, +40, +50, +60)
Belt of Damp: All Skill Amp resist (1%, 2%, 3%, 4%, 5%)
Belt of Prevent: Resist Critical Damage (2%, 3%, 4%, 5%, 6%)

I am sure the higher level Damp and Prevent belts will become quite popular.

New Ring

The one you have all been waiting for, and the one item that I have the least information on. EST have told us that the new ring, with stats that can make any player drool,  is going to be character bound, from a quest that each character can do only once. I heard a rumour that it is going to be a duration item - that is not true at all, the ring will be permanent. However, gaining this item might not be that easy... Or to put it this way, do you really think you will be able to get the best ring in the game for a couple of clicks through a NPC quest dialogue and a quick 20 minute dungeon run?

Well, that is it for this update. As always feel free to ask questions in the comments, and I will do my best to answer either in the comments, or with a later update.

Illusion Castle: New User Interface and Party System

Posted by CABALEU Friday March 19 2010 at 12:10PM
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It's that time of the year again, as we move ever closer to the next eagerly-awaited update for Cabal Online. This update is shaping up to be a good one as well; where the previous update, Reloaded, refined and polished lower level content Illusion Castle is aimed at more established players, bringing a much-needed UI update, some new dungeons, weapons and other bits and pieces to improve the gameplay experience.

Part 2 of our Illusions Castle update blog  focuses on the new user interface and party system.

The New User Interface

The first, and by far the most obvious, part of the new update is the updated User Interface. As I said in the previous blog the new UI comes across as very slick, compared to the one currently in use.

Full page link -

I must admit that I like it, and I welcome the change to something a bit more modern. The character name at the top right was removed, and MP received a numerical counter similar to the HP bar. Premium, Nation Bonus and notification icons were shifted to the bottom left of the screen, fitting in rather unobtrusively, which is another aspect of this new UI that I like.

The new 'C' button on the right of the skillbar opens up a menu for everything you could possibly need ingame: Crafting, Inventory, Buddylist, Help, etc. The menu also lists the keyboard shortcuts for the various items on it, which is a decent touch.


You will also notice that the EXP and AEXP bars shifted right down to the bottom of the screen. This is not a big change, but it fits in with the overall new look. The little jukebox bar also got an upgrade:


The extra quickslots on the skillbar are very useful, and I have gotten used to having them there in a remarkably short time. You can access the skills either by mouseclick or by using Alt+number of whichever slot you want to use. Especially on a Force Blader the expanded UI is fantastic, and I am sure most FB will agree with me.

Full page link -


I saw a question somewhere on the CABAL Community forum about how auto-attack will handle the expanded bar, and it is pretty simple. Your main skillbar is still the start for the auto-attack feature. It will run through all the skills on the main bar, and if it reaches the end and there are no skills cooled down yet it will simply shift up to the first skill in the new expanded skillbar, and start to cast it. As soon as a skill on the main bar has cooled down again auto-attack will try to use it. I hope people do not try to overcomplicate the explanation again... It really is very simple.

You have to enable the expanded skillbar in the Options / Game menu. Once activated it will stay activated, like any other game option. You can also choose to lock/unlock the expanded bar, either by clicking directly on the UI (you will see where if you move your mouse over the correct area) or simply enable lock/unlock through the Options / Game menu. Having it locked simply means you cannot remove skills from the bar by accidentally clicking on them.


The New Party System

Let's move on the new Party System. This is going to be really big news, I think. The single most important part is that you can now rejoin a dungeon if you got disconnected and you have a party member still inside the dungeon. And to make this even better you do not need a new entry item either. If you have entered it once, and your party member is still inside, you can re-enter again without an entry. This is a long overdue update, in my opinion.

The more minor parts of this is that you can now party anyone with the /party command. They do not have to be close to you, and they do not even have to be on the same map. There are some limitations, of course, such as the fact that you cannot join a party that is already inside a dungeon, and you cannot party members of the opposite nation in TG. If you relog to another channel you will automatically rejoin the party as well, and you will be able to see the other people in the party listed like this if they are on another channel:


As always, ask questions in the comments and I will try my best to answer them. Questions about the new dungeon I will answer with a later update to the blog.

Have a good weekend all!

Illusion Castle: First Impressions

Posted by CABALEU Sunday March 14 2010 at 3:16PM
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It's that time of the year again, as we move ever closer to the next eagerly-awaited update for Cabal Online. This update is shaping up to be a good one as well; where the previous update, Reloaded, refined and polished lower level content Illusion Castle is aimed at more established players, bringing a much-needed UI update, some new dungeons, weapons and other bits and pieces to improve the gameplay experience.

It's been a day or so now since we've had the update on our test server, and I've given most of the new content a quick run-through already. This weekend will see the heavy testing happening, but for now I am comfortable in sharing some of my first impressions, as well as responding to some of the questions asked by the CABAL community.

Let's start with the new dungeons. I will come back to these in much more detail in a later blog, including screenshots, but for now I will tell you this: they get better with every update. I think Illusion Castle will perhaps become my new favourite dungeon. I love the fact that they are using the free cam view, similar to normal maps and the Forbidden Island dungeon, I like the music, and I really enjoyed the dungeon theme and visuals.

I think I will include one screenshot, just to wet the appetites a bit! 



The new timed dungeon is loads of fun as well, and they really tried something new there as far as the location is concerned. I will go into more detail on these with a later blog though.

The new UI looks really slick, and the expanded skillbar is great - and no, you do not have to pay for the expanded slots, I'm not sure where that little rumour came from but it might as well die right here. You get one extra bar on top of each of your current bars, so there should be more than enough space for skills now, dare I say enough to keep even Force Bladers happy?

The new belts offer a small but decent little stat boost, definitely nothing game-breaking but good to have, some HP, defence, or critical damage resist, amongst others.

The Lycanus weapons look fantastic, and they are character binding upon picking them up, at least the ones I found so far. You can see exactly which bonuses they have before picking them up though, so there should not be any problems with the fact that they are bound.

As usual feel free to ask questions in the comments, and I will do my best to answer them. One I can already answer though: When is the update coming? Soon!