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Eleventh Hour Games clarified that their core development philosophy is not changing. Their focus remains on crafting Last Epoch using the same hands-on, design-driven approach that has defined the game since its inception. AI may assist with workflow improvements, but not replace human-guided creativity in Last Epoch gold gameplay design. Community Reactions to Paid DLC A significant portion of the community discussion centers on the decision to introduce a paid class. While Eleventh Hour Games had previously suggested no paid DLC, the landscape of modern ARPGs is shifting. Optional paid classes may actually be less disruptive than expansion-locked maps or systems. For many players, the logic is simple: If you want the new class, buy it. If you don't, your core experience remains unchanged. The only concern is potential imbalance-if the paid class is significantly stronger, it risks being perceived as pay-to-win. The studio will need to demonstrate consistent balancing to maintain player trust. A New Era for Last Epoch As Last Epoch heads into its Orbus expansion, the game is entering a new evolutionary phase-one that blends free expansion updates, optional paid content, and a more structured seasonal roadmap. With new class systems, PS5 support, ongoing hiring, and multiple seasons already planned, the future of Last Epoch looks ambitious and transformative. Having enough cheap Last Epoch gold will be a great help to you. How to Create the Best Legendary Endgame Items in Last Epoch Players have been asking for it since the original crafting guide dropped: real, practical examples. Today's breakdown walks through exactly how to craft, optimize, and ultimately slam top-tier Legendary items in Last Epoch. The guide covers what to look for on an item, how to evaluate affixes, when risks are worth taking, and how the entire process comes together inside the Temporal Sanctum. Having enough Last Epoch gold will be a great help to you. Now, let's craft. Understanding the Goal Good crafting always starts with clarity. The current project is gearing up a Lich build that needs an off-hand: the Stygian Coal. Ideally, a 4-LP version would be used, since each Legendary Potential point allows one affix from the exalt to transfer during the slam. In this case, a 2-LP version is available, which means the two most important affixes must sit in the prefix slots. The target exalted catalyst contains: T7 Critical Strike Multiplier T7 Spell Critical Strike Chance Void Resistance Elemental Resistance Both T7 affixes need to be in the prefix category because those are the ones intended to transfer. Suffixes are considered optional bonuses. The starting item contains: Empty prefix T1 Crit Multi T7 Elemental Res Cold Res Not ideal, but usable. Step 1: Fixing the Prefixes The first task is establishing the correct affixes. Spell Crit must be added to fill the second prefix slot. Both prefixes start at tier 1, which is acceptable because upgrades will follow. Glyphs of Hope should be used during the entire process to preserve Forging Potential. Once potential reaches zero, the item is finished. Spell Crit is added with only two potential losses-an excellent start. Step 2: Shifting Tiers Into the Correct Slots Next comes the critical step: using Runes of Havoc. Havoc shuffles the tiers among all affixes. The goal is to pull the T7 Elemental Resistance off the suffix slot and into a prefix position, while nudging the T1 prefixes upward. This typically takes multiple attempts and often ruins items. But this time, the shuffle lands perfectly: The T7 moves onto Crit Multi Spell Crit rises to T4 A near-ideal setup for a high-value slam. The item now contains: T7 Crit Multi T5 Spell Crit T7 Elemental Res Cold Res Now it's time to plan upgrades and risks. Step 3: Choosing What to Upgrade With a 2-LP unique, only two affixes will transfer. That means attention should be focused on: T7 Crit Multi (guaranteed) T5 Spell Crit (desired) Upgrading the resistances isn't necessary. Damage-focused prefixes are the priority. Crit Multi is guaranteed to cheap Last Epoch gold transfer during a Tier 2+ slam because a guaranteed affix may be chosen. Spell Crit has a 1-in-3 chance.
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At the close of the last adventure, tragedy struck-Lev, the warrior partner, suffered a major setback and was forced to WoW Classic 20th Anniversary Gold restart from scratch. The ordeal revealed an unexpected truth: Engineering holds incredible potential in hardcore mode. That realization led to the creation of a new ally-a paladin-who would level alongside Levi and complement the profession structure moving forward. The long-term strategy took shape quickly. The warrior would become a Weaponsmith, necessary for crafting Sulfuras, while the paladin would specialize as an Armorsmith, allowing full coverage of both blacksmithing paths. Eventually, the warrior would abandon Mining and take up Engineering to access lifesaving gadgets-grenades, reflectors, and other tools critical for survival in a deathless world. The Paladin's Beginning Once the paladin was ready, training began immediately. Devotion Aura increased armor for both players, while Battle Shout enhanced their attack power. Despite minimal gear, the duo performed impressively, and early abilities like Judgment and Blessing of Might further amplified their combat effectiveness. Countless Defias Thugs fell before the pair finally reached level 6 and turned in their first quests in Goldshire. With the basics in place, it was time to leverage alternate characters for support. Supplies-potions, raw materials, and crafting components-were sent over from the warrior, while the priest crafted several Linen Bags to expand inventory space. Armed with these resources, Blacksmithing training began in earnest. Sharpening Stones, Copper Bracers, and Copper Maces were crafted, though more copper was still needed to advance. The next task was gathering ore, which was then shipped back to the warrior for the creation of a Copper Chain Vest-a much-needed armor upgrade that wasn't yet available to the paladin. Mining, Leveling, and Early Crafting Equipped and prepared, the paladin ventured out again, slaying spiders, kobolds, and bears while mining every visible copper vein. Paladin leveling proved surprisingly forgiving, nearly matching a priest's pace in both damage output and sustainability. Pulling two enemies at once rarely resulted in danger thanks to healing, defense, and buffs. After defeating Goldtooth and retrieving Bernice's Necklace, more quests were turned in, pushing progress to level 8. Returning to Stormwind allowed for spell upgrades and additional blacksmithing, including the crafting of Copper Chain Pants and Copper Gauntlets-finally creating a proper set of armor. Exploration continued through Elwynn Forest and into Jasperlode Mine, where new quests were accepted. At level 8, the paladin took on Princess, the notorious pig boss. A Furlbrow's Deed dropped from a Defias Bandit just before the fight, a stroke of rare luck that set a positive tone. The Princess encounter ended in victory, showcasing how self-sufficient and durable the class could be even without superior gear. The Priest's Chapter After finishing Westfall's quests and reaching level 10, focus shifted to the priest. The goal: reach level 20 to access Deadmines and farm Wool Cloth for improved bags and crafted gear. The mailbox overflowed with green-quality items for disenchanting-ideal for leveling Enchanting efficiently. The first task was the elite mob Vagash, handled through a few clever positioning tactics. From there, questing continued into Loch Modan, where crafting and tailoring took center stage. At the tailoring station, several upgrades were produced: Reinforced Linen Cape, Heavy Linen Gloves, Soft Linen Boots, and Green Linen Bracers. The journey continued via the Deeprun Tram to Stormwind for class quests, followed by a return to WoW Classic Fresh Gold Ironforge. After reaching Enchanting 70, a Greater Magic Wand was crafted-though it couldn't be equipped until level 13. Once that milestone was hit, the wand became an instant power boost.
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If you want to climb the Arc Raiders leaderboard or simply secure strong weekly rewards, mastering the trial system is essential. Trials are among the most competitive activities in ARC Raiders BluePrints the game-high pressure, heavily optimized, and demanding precise routing and teamwork. This guide breaks down the core rules, the best maps, spawn systems, and high-level strategies used by top players to consistently secure elite scores. Why Trials Matter Trials are rotating, time-limited challenges that award points based on performance. These points determine your weekly bracket placement and reward you with cosmetics, blueprints, and progression boosters. While reaching the upper leaderboard brackets is tough, understanding the mechanics dramatically improves efficiency-even for casual players. Knowing which trials are worth running, which ARCR Items to bring, and how enemy timers work can completely change your weekly results. The Three Golden Rules of Trial Success 1. Prioritize 2× Multiplier Trials Certain trial types-such as Night Raids, Electromagnetic Storm, and Hidden Bunker-offer powerful 2× point multipliers. These should always be your first choice, as they significantly outperform daily modifiers like Prospecting Probes or Lush Blooms. Even when extra mobs appear in those daily trials, you rarely have time to farm them efficiently. Multipliers are king. 2. Go All-In Every Run High-tier trials require heavy investment. Top scores consistently use: Wolf packs High-tier guns Lure and blaze grenades Mines and barricades Multiple stims Half-measures rarely succeed-commit fully or try again later. 3. Learn Enemy Spawn Patterns Arc Raiders' enemy spawns follow predictable, fixed rules. For example, Leapers in Damn Battlegrounds always rotate between four set spawn points. Killing one starts a respawn timer, and optimal runs manipulate this timing to secure multiple waves in a single raid. Understanding spawn logic is the foundation of high-level play. Top Trial Maps (and When to Use Them) Damn Battlegrounds An excellent all-round map, perfect for: Ground enemies Leapers Field Depot objectives Farming multiple spawn types This map's layout makes it easy to chain spawns and maintain high pacing. Spaceport Ideal for: Hidden Bunker Electromagnetic Storm Prospecting Probes (thanks to rooftops and verticality) Fast movement tools like zip lines shine here. Buried City Better suited for solo activities such as: Damage Snitches Fireballs and Pops Be cautious: PvP activity is heavy. Spawn Behavior and Timer Mechanics Ground Enemies (Leapers, Rocketeers, Bombarders) Leapers rotate between four predictable areas on Damn Battlegrounds. Rocketeers and Bastions often require splitting your squad to handle parallel spawns. Boss enemies like the Queen offer more health, less disruptive abilities, and easier damage windows than the Matriarch-making her the preferred target. The key is killing early, which triggers respawn cycles and maximizes encounters. Objective-Specific Trial Strategies Leapers & Ground-Based Enemy Trials Map: Damn Battlegrounds Split your squad into three roles: One player rotates between Leaper and Bombarder spawn clusters. One player handles the secondary Leaper spawn. One player focuses on Bastions. Use adrenaline stims to maintain pace. Once a spawn appears, eliminate it instantly to start the next timer. This synchronized routing is the backbone of high-score runs. Hidden Bunker Map: Spaceport (during early-morning rotations) Activate all four satellites before descending into the bunker. Inside, interact with all eight computers to ARCR Items reach the 6,400-point cap. Stay close during downloads-moving away cancels progress. Clean timing is everything.
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Nickname, location & age Nickname: BladeKnight|N11 / GolanLaVolan** Location: Constanța, Romania Age: 26 years old How long have you been playing on our server? I started playing MTA between 2007 and 2009, but with many breaks and for a relatively short total time (around 50 hours). In the end of 2014, I returned to MTA and played on the EfE# server, where I was extremely active and managed to achieve multiple Top 1 positions and reach Rank 1. I played there until the server closed. After that, I moved to TFF, but I also played on FOXX and Lumiverse, because at one point TFF was mainly a testing/training server with low activity. When TFF was relaunched, I became active again and made an effort to properly integrate into the community. How often do you play? On average, I play more than 3 hours per day when I am at home and not working. Due to my job, I cannot be active continuously; my schedule usually alternates between approximately 4 months of work(let's say totally inactive) and 4 months of free time, during which I am much more active on the server. Anyway, I'm planning to change my job as soon as possible, so there’s a good chance I will be able to be active daily without these long 4-month breaks. Which arena(s) do you play mostly at? I mostly play in the DM room, which is my favorite because there I can compete with other skilled players and enjoy the most. I'm also playing in HDM, OS, PDD & others. Why should we choose you as a Friend? A good choice due to being an experienced and dedicated player in the MTA community, always active during free time. Always trying to give the best of myself by paying attention to details, especially when it comes to rule-breaking or map-related bugs, and being willing to report, communicate, or fix issues responsibly whenever possible. I aim to support both players and staff by being active, helpful, and reliable. Why do you want to be a Friend? Having been part of the MTA community for many years, I want to help maintain a healthy server environment. Calm and respectful even in tense situations, I try to keep things under control and prevent problems from escalating. I’ve noticed many times that the server is struggling with unresolved bugs and players who disrupt others’ experiences, and I want to help address these issues. Overall, my goal is to support both players and staff by being active, reliable, and helpful whenever possible. Contacts Discord: jagardel Additional information Thanks for reading. Enjoy New Year holidays!
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By /TfF\noosewalker · Posted
REFEREE TFFAnaDeArmas TOTAL POINTS 563 MVP txkyotff # Map 1 NeiT - Insatiability 1 2 SajgoN v2 - Monotonous 2 3 Neksezi ft. HTML - Aphelium 1 4 Pablow ft. SajgoN ft. Takash - Ah shit, here we go again 5 CascaDe v1 - Unconditionally 6 Rexon ft. CHRS ft. SheldoN ft. FlinT - New Age 1 7 NikotiN ft. Esp4wN - Breathe of Skills 1 8 AquiL ft. ShuX - Sheer Madness 1 9 Pablow ft. BrighT ft. PCHZY - SCHIZOPHRENIA 10 Gteatero - Nyctophobia 11 Esp4wN ft. SajgoN - Vital Death 12 Rampage ft. ShondeX - Dark Bloom 1 13 TenTimes v7 - Reborn 14 Rampage ft. ShondeX - Dark Bloom 2 15 RoNNiE# v5 - Throne 16 BrighT v6 - Derogatory 17 SleepY ft. skanderbeji ft. stormi ft. Facuuzz - Yatagarasu 18 HTML ft. Smyx - Catabarb 2 19 NikotiN v13 - Play of Hardened 1 20 Flash ft. sYKu ft. Cookie - Hard Fury 2 Player TOTAL txkyotff 92 .:TfFSpacy:. 88 xen'davi 72 SKCDeagLee! 52 FEKONxen 41 FwOR3L4X.foxx 40 rydddddddd}tff 38 TFFAnaDeArmas 24 Anal 21 ~[EPG]~Done 18 ScY 17 GABCHOTFF 12 tff~>balkamen<~ 11 CarmY 10 /TFF\THEDRAGON<3EDM 7 Mystic 5 smoovy 3 cyrps 3 karrO 3 RogueP! 3 SHC//#M4ctr1$e! 3
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