Skill and Mechanic Changes

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Some skills, status effects and mechanics have been changed here on LeikaRO. All buffs, nerfs, and changes will be listed underneath. Fixes will not be listed.
Do note that the changes below are in relation to the original state of the things circa 2014.
If a skill follows its in-game description, then it can be assumed to be working as intended. Inquire and give your suggestions about changes on the forum and Discord.


General

  • Most of skill animations were reworked to look nice and not clog the client with visuals and sounds, area skills don't replicate their animation/sound for every target hit,
    white "bash" effect is removed for skills where it doesn't belong, skills missing weapon motion had it added. Skills that had no animation, now have one.
  • Skills which missed a motion animation when their cast becomes instant, have one.
  • Multiple status effects that had no trigger visual effects, now have one. Those include: Bleeding, Fear, Deep Sleep and Crystallization.
  • Variable Cast Times of most first and second job skills were drastically reduced and Fixed Cast Time portions either removed entirely or greatly reduced to represent their usage pre-Renewal.
    Some of the skills affected by this are Arrow Vulcan, Sharp Shooting, Magnus Exorcismus and all Wizard AoEs.
    This does not include signature powerhouse skills like Acid Demonstration or Asura Strike and most support skills.
  • Healing abilities that account MATK, heal for a fixed amount, without a variation.
  • Renewal's Base Level damage scaling applies at the end of the formula, after all other possible modifiers, this means that some skills that didn't feel good before, now scale better.
  • ASPD formula was tweaked to resemble that of iRO but with buffs having a stronger effect. In practice this means that higher ASPD values are considerably easier to achieve if you invest into it.
  • Double Attack Double Attack effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and Kagemusha.
    Abilities like Chain Action, Eternal Chain, Fear Breeze and Triple Attack are also boosted by such effects.
    Various new equipment pieces and cards exist that boost both the chance and the damage of such mechanics.
  • Skills that affect the whole party, no longer make anyone except the caster perform their casting motion, shouting the skill's name. They instead simply show the visual animation and play the sound.
    This results in smoother party gameplay without constant position lagging. Their animations aren't shown on concealed targets.
    Those skills are: Angelus, Gloria, Magnificat, Clementia, Canto Candidus, Praefatio, Coluceo Heal, Lauda Agnus, Lauda Ramus, Adrenaline Rush, Full Adrenaline Rush, Weapon Perfection, Over Thrust and Wind Walk.
  • Vulture's Eye Vulture's Eye and Snake's Eye had their range increasing bonues normalized to match our vision and attack range settings, those skills now grant up to 5 cells increased range at level 10.
    Bows and guns have a base range of 9 cells instead of 5.
  • Plant monsters receive 1 damage from skills, statuses or reflect effects in all cases. Multihit effects like Double Attack and Fear Breeze as well as dual wielding, still apply separate hits.
  • Third Baby Jobs have a stat cap of 120 instead of 117.
  • Autocasted skills do not consume item catalysts, if they have any. The general chance to autocast has been increased for almost all items with such bonuses.
  • Barrier effects such as Kyrie Eleison, Stonehard Skin and Platinum Alter are not removed by damage types that they don't block.
    Meaning that for example magical damage doesn't count towards Kyrie Eleison's damage limit.
  • Monsters summoned by Bio Cannibalize, Sphere Mine, Summon Legion and FAWs, log their kills as master's own for the purpose of quest progress, loot right and MVP rights.
    Their attacks do not activate master's autocast effects.
  • Monsters summoned by Bio Cannibalize, Sphere Mine and FAWs cannot be stacked on top of each other.
  • Venom Splasher Venom Splasher, Spore Explosion and Howling Mine detonate if the target dies while under their effect.
  • Daggers, Knuckles and Books deal 75% damage to large targets.
  • Whips deal 75% damage to large targets, just like Instruments.
  • Two-Handed Spears passively grant +25% Hard DEF.
  • Two-Handed Staves passively grant +50% Hard MDEF.
  • Two-Handed Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
  • Two-Handed Swords and Axes have an attack range of 2 cells.
  • Daggers had their unused attack sound enabled.


Arch Bishop

Changes
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  • Teleport Teleportation does not move you on top of portals, only free cells are selected. This means you won't randomly change maps when teleporting around.
  • Warp Portal Warp Portal: the use of /memo is enabled on all fields that aren't locked behind quests, and in cities that normally have it disabled. This excludes fields with MVPs on them.
  • Aqua Benedicta Aqua Benedicta had its Cast Time and After-cast Delay removed.
  • Blessing Blessing and Increase Agility deal 1 damage to undead targets, so Rogues can copy those skills.
    Their bonuses scale with Job Level just like Clementia and Canto Candidus when cast by an Arch Bishop.
  • Pneuma Pneuma has a status icon.
  • Divine Protection Divine Protection also boosts Hard DEF and all values are increased.
  • Demon Bane Demon Bane also boosts CRIT and the Base Level scaling is increased.
  • Angelus Angelus had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF. Scales further with Base Level if the cast is a Priest.
  • Signum Crusis Signum Crucis had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted.
  • Safety Wall Safety Wall's Cast Time caps at level 7 and the duration is 1m at all levels. Has a status icon.
  • Status Recovery Status Recovery isn't delayed when used on undeads.
  • Lex Divina Lex Divina doesn't de-silence enemies, only allies. The success chance increases after level 5, going up to 125%.
  • Kyrie Eleison Kyrie Eleison doesn't trigger motion animation on the affected target.
  • Magnus Exorcismus Magnus Exorcismus no longer needs Turn Undead, requires 4 points in Safety Wall deals 150% of MATK and 75% of ATK per hit.
  • Slow Poison Slow Poison has increased duration.
  • Sanctuary Sanctuary deals MDEF and reductions piercing damage, it isn't halved and doesn't consume "charges". The healing value scales with Base Level when cast by a Priest.
  • Impositio Manus Impositio Manus increases final CRIT and HIT values by a percentage instead of boosting Mastery ATK. After-cast delay is reduced to 1s.
  • Suffragium Suffragium also reduces After-cast Delay on the next skill by up to 100% and the Variable Cast Time reduction is slightly boosted.
  • B.S Sacramenti B.S. Sacramenti no longer requires Aspersio. It is castable by default, consuming a Yellow Gemstone, which is voided with another Acolyte close, and the SP cost is split.
    No longer triggers Holy armor, instead it places a buff on party members which reduces magical damage taken by a percentage, recovering a certain amount of HP when damaged.
    Also deals Holy property and MDEF ignoring magical damage to Demons and Undeads.
  • Mace Mastery Mace Mastery is renamed to Arma Iusta and it adds additional magical damage to one's physical attacks, which scales with MATK, Base Level and increases as your SP depletes.
  • Assumptio Assumptio doesn't stack with Steel Body.
  • Meditatio Meditatio also boosts Sanctuary.
  • Basilica Basilica can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Triples the HP and SP regeneration of affected targets.
    Canceling the effect triggers a short Cooldown instead of After-cast Delay.
  • Frepta-Armaiti Mana Recharge no longer requires Demon Bane. It was renamed to Frepta Armaiti and besides its original effect, it also enables the use of an active skill which consumes a
    percentage of your own SP to deal miscellaneous damage in an area around, burn SP of enemies and recover it to allies.
  • Coluseo Heal Coluceo Heal uses level 10 Heal's value regardless of the learned level.
  • Praefatio Praefatio has the same Cooldown at all levels. Duration increases with level.
  • Expiatio Expiatio requires 5 points in Praefatio and Oratio. Affects MDEF and the value starts off higher. Has visual animation and status icon.
  • Judex Judex has 5x5 splash area and halved Cast Times (both Variable and Fixed). Animation was improved to not show the white "bash" effect on the caster.
  • Oratio Oratio requires 1 point in Aspersio. Fixed Cast Time is halved. Success chance goes up to 100% and the effect up to 30%. Enables melee attacks to recover a certain amount of SP by a chance.
  • Duple Light Duple Light requires 5 points in Oratio. Its activation chance is increased, physical portion is able to crit and Double Attack, and magical follows weapon's element. Has a status icon.
  • Clementia Clementia is no longer a requisite for other skills.
  • Ancilla Ancilla requires 3 points in Praefatio.
  • Lauda Agnus Lauda Agnus has a status icon and displays its unused visual animation, and Cure's animation upon curing a status effect.
  • Lauda Ramus Lauda Ramus has a status icon and displays its unused visual animation, and Cure's animation upon curing a status effect.
  • Renovatio Renovatio had its Cast Time reduced to 2s Variable and 1s Fixed. Has a second portion which scales with caster's VIT but only if the caster is an Arch Bishop.
  • Odin's Power Odin's Power has visual animation and a status icon, is level selectable and the Hard DEF penalty is increased.
  • Epiclesis Epiclesis deals MDEF and reductions piercing damage to enemy Undead and Demon targets, in the case of bosses the damage is equal to double that done by Heal.
  • Eucharistica Eucharistica has only 5 levels, granting 2% per level, and the offensive boost is a final increase to damage, works against Demon and Undead monsters.
    Has an active portion which doubles the base effects and places on yourself a buff that adds additional effects to all Arch Bishop buffs you have on you.
  • Silentium Silentium requires Lex Aeterna. Doesn't de-silence enemies, only allies. Can be used to de-silence allies in range. Its casting cannot be interrupted.
  • Clearance Clearance only shows its animation on the target upon success.
  • Convenio Convenio requires Ancilla. Consumes an Ancilla item, has a true Fixed Cast Time (not reduced by anything) and a moderate Cooldown.
  • Vituperatum Vituperatum requires 5 points in Oratio and 3 points in Silentium. It's self-targeted, affecting those around the caster, has an increased area and SP cost.
    Its casting cannot be interrupted.
  • Consuming an Ancilla increases Healing Done by 15% and SP Regeneration by 30% for 1 minute.
  • Castigatio Castigatio is a custom skill meant for battle builds. It works similar to Crushing Strike and Exceed Break but half of the damage splashes around the target, and a
    successful hit removes the Cast Time of the next skill while boosting the healing of High Heal and Coluceo Heal by 50%. There's a visual effect while the status is active.

Extended Super Novice

Changes
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  • Can now reach level 175/60, this includes custom Job Level stat bonuses, the ability to raise a stat to 130 and additional stat points, just like transcended third classes.
  • Receives max SP boosts at level 99 and level 150.
  • All skill changes done to other jobs of course also apply.
  • Has access to additional gear.


Genetic

Changes
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  • Loud Exclamation Loud Exclamation was remade. Now instead increases Merchant's resistance to Sleep and Confusion statuses.
    Additionally attempts to remove those statuses from self and party members in a 11x11 cells area at a 40% chance.
  • Change Cart Change Cart and Decorate Cart have normalized level requirements for different carts, going up for newer carts.
    Change Cart's list includes the Mechanic-only Hi-tech Cart.
  • Cart Revolution Cart Revolution has a range of 2 cells and is no longer "pseudo neutral".
  • Pharmacy Pharmacy can be used to brew Condensed Blue Potion, Concentrated Bottle Grenade, Diluted Acid Bottle,
    Small Glistening Coat, Counteragent, Mixture and all Dyestuffs.
    Grants transcendent Genetics the same success chance as a Job Level 70 Creator would have.
    The skill no longer consumes Medicine Bowls upon a failure due to the lack of materials.
    There's rumors about a book filled with strange recipes employing the Old Herb, whoever finds it, will be able to produce useful new brewages.
  • Twilight Alchemy II Twilight Alchemy II can be used to brew Condensed Blue Potions. You may also choose which set of items to make by having only the required materials in the inventory.
    No longer requires various Jobs in party, just Soul Link.
  • Bio Cannibalize Bio Cannibalize spawned plants scale their stats and Base Level with master's own, use various skills and cannot be knocked back.
    They cannot be attacked by allies and the full amount of each type can be summoned based on skill's level
    They have their own names instead of copying master's.
    There's a total limit of 5 plants and the duration of lower levels is reduced.
    Monsters will attack them if possible.
  • Sphere Mine Sphere Mine spawned bombs scale their HP and Level with caster's Base Level. The explosion begins if any enemy is within 5 cells or when attacked by the master.
    Only the master can trigger the explosion, dealing 1 damage per hit, and allies cannot attack them at all, while enemies, including monsters, are able to.
  • Acid Terror Acid Terror consumes Diluted Acid Bottle, has higher armor breaking success chance and does fully mixed damage.
    The damage scales with Base Level past 100.
  • Flame Demonstration Flame Demonstration consumes Concentrated Bottle Grenade and does fully mixed damage.
    The damage scales with Base Level past 100.
  • Chemical Protection Weapon Chemical Protection: Weapon/Armor/Shield/Helm consume Small Glistening Coat.
  • Condensed Potion Pitcher Condensed Potion Pitcher benefits from Healing done +% effects. Its Fixed Cast Time was removed and Variable increased. Has a short Cooldown.
  • Cart Boost (Geneticist) Cart Boost increases Movement Speed up to 50%.
  • Cart Cannon Cart Cannon had its official element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) fixed.
    Doesn't ignore DEF, the damage is slightly boosted and the Cast Time is reduced across all levels.
  • Cart Tornado Cart Tornado had its base damage formula greatly increased.
  • Special Pharmacy Special Pharmacy can now be used to brew the unimplemented potions: Mana Plus, Full Swing, Falmons and Muramura.
    White Potion Z requires Detrimindexta instead of Alcohol.
  • Thorn Trap Thorn Trap has a HP value and can be destroyed. The status effect is now canceled on the affected target upon unit's removal. Has no effect on bosses and can be used inside instances.
  • Blood Sucker Blood Sucker has increased base damage and INT*5 scaling. Drains 30% of the damage dealt at all levels. The duration is reduced at lowers levels. Has a status icon.
  • Spore Explosion Spore Explosion had its detonation timer lowered to 1/1/2/2/3s and Cooldown to 3s. INT damage scaling boosted to INT*3, ignores FLEE and guarding effects.
    Has a status icon.
  • Crazy Weed Crazy Weed was remade. The skill summons a giant, beefy plant monster which uses the offensive skill on spawn, and then multiple times more at certain intervals.
    The plant's stats scale with the Genetic's and its attack damage is boosted by Summon Damage % bonuses as well as those for this specific skill.
    Deals neutral property damage but still hits through Hiding.
  • Illusion Doping Illusion Doping reduces HIT by 10%, it's area at level 5 is reduced to 17x17 cell and a cast time of 0.5s remains.
  • Sling Item Sling Item was revamped as following:
    • All Fruit Bombs had their damage formulas boosted and effects improved and Detonator isn't required for their crafting.
    • {Banana Bomb always forces sitting but you're able to stand up right away.
    • All Throwing Potions, Throwing Foods and Strange Items have an increased duration compared to the base items and their HP/SP recovery effects are also boosted.
    • Apple Bomb, Coconut Bomb and Pineapple Bomb require White Powder, Yellow Powder and Black Powder instead of Gun Powder for their creation.
    • Fruit Bombs, Throwing Potions, Throwing Foods and Strange Items have their full damage formulas and other effects listed in the item's descriptions.
    • Slinging an item makes the Genetic shout the name of the said item instead of skill's name, and there are different visual effects for all kinds of Throwing Items.
  • Demonic Fire Demonic Fire ticks every second, consumes Concentrated Bottle Grenade and deals increased damage which scales with INT, Base and Job Levels.
    Is recastable, with new instance replacing the previous. Area is increased to 7x7 cells.
  • Fire Expansion Fire Expansion only consumes its item catalyst upon a succesful cast on top of Demonic Fire, the new unit is placed right on top of Demonic Fire.
  • Fire Expansion Fire Expansion (Lv.1) deals increased damage, the duration of Demonic Fire is extended by 10s but cannot exceed 28s.
  • Fire Expansion Fire Expansion (Lv.2) deals largely increased damage and has a visual animation.
  • Smoke Powder has a status icon.
  • Tear Gas has a status icon.
  • Homunculus Changes:
    • Skill Cast Times, After-cast Delays and Cooldowns were adjusted across the board to make more sense.
    • Visual effects were added to all skills that had none.
    • EXP gain is increased by 2x.
    • Intimacy gain is increased by 10x.
    • Skills which require Loyal intimacy will be unlocked even if you upgrade to Homunculus S, as soon as you reach the required intimacy.
    • All "shared" skills that affect both the Homunculus and the master no longer replicate the skill cast on the master.
      Instead only the visual animation and the sound effect are played.
    • Homunculus S Maximum Level is increased to 175.
    • Homunculus S MATK based skills were changed to be ATK based, they still behave like spells as far as mechanics go.
    • Resurrect Homunculus Resurrect Homunculus only has 1s of true Fixed Cast Time and 5s Cooldown.
    • Castling Amistr's Castling completely swaps aggro and redirects the current cast on the Alchemist to the Homunculus.
    • Bulwark Amistr's Bulwark reduces the physical damage taken by the Homunculus by up to 10%.
      The master still receives up to 30 VIT.
    • Mental Change Lif's Mental Change was remade to add total MATK to normal attacks and reduce magical damage taken by up to 30%.
      No longer recover HP/SP and the effect isn't removed upon map change.
      Has a Cooldown and higher SP cost.
    • Emergency Avoid Lif's Emergency Avoid boosts Movement Speed by up to 100%.
    • Brain Surgery Lif's Brain Surgery was greatly boosted across all of its bonuses.
    • Chaotic Benediction Vanilmirth's Chaotic Benediction casts an overall higher level of Heal.
    • Instruction Change Vanilmirth's Instruction Change increases VIT/INT by up to 5% and boosts the damage of Bolts
      cast through Caprice by up to 25%.
    • Accelerated Flight Filir's Accelerated Flight now also benefits the master. Has a proper Cooldown and status icon.
    • Bayeri's skill casts can no longer be interrupted.
    • Stahl Horn Bayeri's Stahl Horn actually makes the Homunculus charge at the target.
    • Stein Wand Bayeri's Stein Wand replaces previously active Safety Walls so only two can be active at once.
      The wall's duration matches that of the base skill so the visual timers are correct.
    • Goldene Ferse Bayeri's Goldene Ferse boosts FLEE by 30%, casting the skill with Angriffs Modus active removes the previous effect so they can be swapped around.
    • Angriffs Modus Bayeri's Angriffs Modus doesn't reduce Hard DEF and FLEE, the ATK boost is increased and it also causes Stahl Horn to ignore a portion of enemy's Hard DEF.
      Casting the skill with Angriffs Modus active removes the previous effect so they can be swapped around.
    • Pain Killer Sera's Pain Killer can only be cast on self or party members.
    • Paralyzing Needle Sera's Paralyzing Needle increases Variable Cast Time by a lower amount and reduces Soft DEF and MDEF by a higher.
    • Summon Legion Sera's Summon Legion scales the insect stats with caster's Base Level. They draw aggro and are fully attackable by monsters.
    • Poison Mist Sera's Poison Mist deals increased damage and doesn't prevent some unit skills from being placed on top of it. Ticks every 1.5s at all levels.
    • Over Boost Eira's Overboost's FLEE bonus is capped at 400 on GvG maps and ASPD goes up to 190. Eira herself doesn't receive the status as it only lowers her stats at higher levels.
    • Tinder Breaker Eleanor's Tinder Breaker doesn't root her if the target wasn't rooted too (Bosses).
    • Eternal Quick Combo Eleanor's E.Q.C (Eternal Quick Combo) reduces Hard DEF.
    • Lava Slide Dieter's Lava Slide can be recasted, which replaces the previous unit. Each cell occupied by the effect can deal up to 5 hits, and then disappears, instead of the whole unit.


Guillotine Cross

Changes
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  • Cloaking effect (from Cloaking and Cloaking Exceed) boosts Perfect Dodge by 20 instead of doubling CRIT rate.
  • Back Sliding Back Sliding had its old animation restored.
  • Double Attack Double Attack is a toggle (unremovable) for its main effect. The other bonuses apply passively.
  • Katar Mastery Katar Mastery increases Mastery ATK by 4 per level.
  • Venom Dust Venom Dust only has 5 levels and the area is increased to 5x5. Doesn't prevent some unit skills from being placed on top of it.
  • Poison React Poison React only has 5 levels and Envenom's level is equal to skill level*2. The special attack (triggered by poison-property targets) does a lot more damage and ignores FLEE.
    If the target is poisoned, either hit will attempt to override the Poison with Deadly Poison.
  • Venom Splasher Venom Splasher gets full benefit from EDP and the damage isn't split among targets. Now scales with Enchant Poison (40% per level) instead of Poison React.
    Detonation timer was reduced to 6 sec, which is the same as its Cooldown and it works on Bosses. Ignores FLEE and guarding/reflect effects.
  • Sonic Blow Sonic Blow doesn't get its damage modifier halved under the effect of EDP.
  • Grimtooth Grimtooth benefits from EDP.
  • Venom Knife Throw Venom Knife benefits from EDP and uses weapon's element.
  • Create Deadly Poison Create Deadly Poison's after cast delay was removed.
  • Soul Destroyer Soul Breaker properly respects reduction, is fully boosted by Lex Aeterna and both portions benefit from weapon's element.
    The magical portion's damage formula isn't halved by EDP as it isn't boosted by it.
  • Meteor Assault Meteor Assault no longer requires Sonic Blow, only has 5 levels and behaves like a normal physical melee attack,
    getting full benefit from % cards, EDP and bonuses like Magnum Break's.
    Has a true Cast Time of 0.4 and no After-cast Delay.
  • Cross Impact Cross Impact no longer has any skill requirements. Deals increased damage with a dagger in the main hand.
  • Dark Claw Dark Claw does 1500% damage up from 500% and its debuff was changed to +50% melee damage received for up to 15s.
  • Hallucination Walk Hallucination Walk reduces magical damage taken by 50% when attacked by monsters instead of granting a chance to avoid spells.
  • Counter Slash Counter Slash had its area increased to 5x5 cells and now has 1s Cooldown plus 0.5s After-cast Delay instead of 2s After-cast Delay.
    AGI and Job Level scaling applies as an extra % at the end of the formula.
    The skill is able to critically hit, with increased base CRIT based on the level.
  • Weapon Blocking Weapon Blocking doesn't impair movement upon triggering and normal attack swings are disabled for a very short amount of time (Parrying style).
    Can be canceled at no cost and without triggering the After-cast Delay. It also fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep.
  • Weapon Crush Weapon Crush has a greatly increased success chance. It's 100% of ATK damage ignores FLEE and guarding effects.
  • Cloaking Exceed Cloaking Exceed no longer consumes SP or triggers After-cast Delay when used to uncloak.
  • Poisonous Smoke Poison Smoke is recastable, with new instance replacing the previous. Has 1s Variable and 1s Fixed Cast Times, After-cast Delay is 1s.
  • Venom Pressure Venom Pressure used on a target debuffed by Venom Splasher Venom Splasher, upgrades it to Venom Scourge and detonates instantly.
    This consumes twice as much SP and if there isn't enough, the skill is cast with its normal effect.
  • Venom Scourge is a boosted version of Venom Splasher Venom Splasher, which gains Base Level/120 scaling, one extra cell to its effective range and a doubled chance to Poison.
    Additionally, it spreads the Guillotine Cross Poison consumed by Venom Pressure Venom Pressure to all affected targets.
  • Leech End was reworked, it now heals the user for 25% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting.
  • Pyrexia's reapplication refreshes Blind and Hallucination.
  • Toxin works through Devotion.
  • All poisons that cause effects at intervals, do so with an overhead emotion effect.


Kagerou & Oboro

Changes
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  • Can now reach level 175/60, this includes custom Job Level stat bonuses, the ability to raise a stat to 130 and additional stat points, just like transcended third classes.
  • Can wear Transcendent and Third Job-only gear.
  • Kunai scrolls and boxes, Shuriken and Caltrops boxes are available from Ninpou Dealer.
  • Explosive Kunai is equippable like all other Kunais, it has neutral property and high ATK.
  • All Huuma Shurikens have increased ATK and additional slots in some cases.
  • They receive a custom headgear upon job change, just like third jobs.
  • Dagger Throwing Practice Throwing Mastery works for all kunai and huuma skills and has increased Mastery ATK bonus of 10 per level.
  • Throw Shuriken Throw Shuriken only has 5 levels, deals increased damage, hitting targets in a 3x9 line and inflicting Bleeding by a chance.
    Shurikens are catalysts instead of ammunition, each level uses a different Shuriken.
    The damage scales with Base Level past 100.
  • Throw Kunai Throw Kunai's damage scales with Base Level past 100. The SP cost is increased.
  • Throw Huuma Shuriken Throw Huuma Shuriken has a 5x5 area and doesn't split its damage across the targets and its damage scales with Base Level past 100.
    Had its After-cast Delay reduced to 1.5s.
  • Mist Slash Mist Slash only has 5 levels and deals largely increased damage, with a cast range of 2 cells.
    The Hiding status is triggered even if you're damaged during its animation.
    Has a Cooldown instead of After-cast Delay.
    The damage scales with Base LeveL past 100.
    Doesn't make you shout the skill's name.
  • Reverse Tatami Reverse Tatami deals increased damage which scales with Base Level past 100.
  • Shadow Jump Shadow Jump had its animation restored. Has a 1s Cooldown instead of After-cast Delay.
  • Soul Soul also increases FLEE and has an increased duration.
  • Illusionary Shadow Illusionary Shadow only has 5 levels.
    No longer consumes the Soul but requires it to be present.
  • Throw Zeny Throw Zeny only has 5 levels and deals full damage to Bosses.
    There's a Cooldown and the After-cast Delay is greatly reduced.
  • Final Strike Final Strike has an entirely different formula, resulting in much higher damage, heavily influenced by skill's level and current HP.
    Deals full damage to Bosses and only a quarter to players.
  • Shadow Slash Shadow Slash is usable without the need of hiding if Kagemusha is active.
    The damage scales with Base Level past 100.
  • Wind Blade Wind Blade no longer has After-cast Delay, to be in line with the other spells.
  • Lightning Crash Lightning Crash deals increased damage and roots the affected targets by up to 0.5s.
  • Falling Ice Pillar Falling Ice Pillar has a 9x9 cells area to match its visual effect, deals increased damage and has a lower Cast Time.
  • Charm-Earth Dohu Koukai, Charm-Wind Kazehu Seiran, Charm-Ice Hyouhu Hubuki and Charm-Fire Kahu Enten have 2 levels, with the second summoning all 10 charms at once but with a true Fixed Cast Time.
    The first level has no Cast Time and the charm's duration is extended to 10 minutes.
  • Charm-Earth Dohu Koukai doesn't endow one's weapon with the Earth Property when all charms are out.
    Instead you gain 15% to halve any direct damage taken.
  • Rapid Throw Mucha Nage deals full damage to Bosses and half to players but the damage isn't split, Dagger Throwing Practice Throwing Mastery has no effect on the skill's damage.
  • Cross Slash Jyumonjikiri hits twice if Kagemusha is active. Has Base Level/100 scaling and status icon. The duration of the status is increased to 3.5s to account for latency
    Its base damage formula is improved.
  • Soul Cutter Setsudan deals additional damage based on MATK and its base damage formula is improved.
  • Kunai Splash Happo Kunai has updated damage formula which also scales with Base Level and is fully ranged. Deals x1.5 damage with huuma shurikens.
    Consumes 5 Kunais.
  • Swirling Petal Huuma Shuriken Ranka has Base Level/120 scaling and the AGI scaling is boosted to AGI*2.
  • Makibishi Makibishi has a fixed, cage-like layout at all levels and its damage formula is improved. Ignores FLEE and DEF.
    Consumes 8 Caltrops at all levels.
  • Release Ninja Spell Kaihou deals 250% of MATK per every charm spent.
  • Cast Ninja Spell Zenkai cannot be stacked. Fire version also causes Blind along with Burning.
  • Illusion-Shadow Zanzou cannot be damaged by self or allies, only enemies. Copies caster's Base Level. Scales better with caster's Max SP.
    Completely swaps aggro and redirects the current cast on the Ninja to the clone.
  • Charm-Ice Hyouhu Hubuki's Ice Charms boost Lightning Spear of Ice Lightning Spear of Ice by 20% per. Has a Base Level/100 scaling.
  • Kunai Explosion Bakuretsu Kunai uses the Explosive Kunai from inventory (no need to have it equipped) and has increased SP cost.
  • Kagemusha Kagemusha always displays its animation, and a second one on affected targets.
  • Zangetsu Zangetsu boosts EMATK. It is shown in the chat window whether you were buffed or debuffed. Consumes a Shadow Orb.
  • Oboro Gensou Oboro Gensou works in a 9x9 cells area and the healing portion mumbo jumbo is gone, the skill always applies its effect. Consumes a Shadow Orb.
  • Pure Soul Meikyo Shisui grants 50% chance to avoid magical damage instead of its default effect on emulators (40% to avoid all damage). Ticks once at the start so no tick is lost.
  • Akaitsuki Akaitsuki works on effects that do not heal at 100% HP (Sanctuary, Epiclesis, Warmer and such) and shows damage numbers instead of heal amount.
  • Illusion-Bewitch Genwaku fails to move targets but still applies the Confusion status in GvG, this has a fixed success chance that disregards resistances.
    Redirects the aggro and current casting on the Ninja to the new target, interrupts casting in progress on the target and can be used on party members.
  • Illusion-Death Jyusatsu applies Curse with a fixed success chance that disregards resistances and duration reductions.
  • Right Hand Mastery Right Hand Mastery and Left Hand Mastery Left Hand Mastery increase the damage of normal attacks while dual-wielding by a greater amount and also boost ASPD with huuma shurikens.


Mechanic

Changes
caption
  • Loud Exclamation Loud Exclamation was remade. Now instead increases Merchant's resistance to Sleep and Confusion statuses.
    Additionally attempts to remove those statuses from self and party members in a 11x11 cells area at a 40% chance.
  • Change Cart Change Cart and Decorate Cart Decorate Cart have normalized level requirements for different carts, going up for newer carts.
    Change Cart's list includes the Mechanic-only Hi-tech Cart.
  • Cart Revolution Cart Revolution has a range of 2 cells.
  • Cart Termination Cart Termination has a range of 2 cells.
  • Hilt Binding Hilt Binding grants 3 str and 10 BATK.
  • Adrenaline Rush Adrenaline Rush also boosts CRIT by 5 per level, this applies to Mado Adrenaline Rush usable through Speed Amplifying Circuit but not to Full Adrenaline Rush.
  • Full Adrenaline Rush Full Adrenaline Rush also boosts CRIT with Maces and Axes, just like the base skill does.
  • Melt Down Melt Down is only usable with a weapon equipped and only works off melee attacks.
  • Equipment Refine Weapon Refine renamed to Equipment Refine, now works with armor as well and refine level goes up to +20 (using Bradium and Carnium past +10).
    Transcendent Mechanics have the same success chance as Job Level 70 Whitesmiths. Has no SP Cost.
  • Equipment Refine Equipment Refine grants ranking points for both weapon and armor refines when those reach +10/15/20, and in the case of weapons, the amount is based on their level.
  • Fire Earth Research Research Fire and Earth was renamed to Geothermal Furnace.
  • Fire Earth Research Geothermal Furnace also increases Hard DEF and be used while on Mado Gear.
    Additionally, the skill has an active portion which places a 30 seconds long buff that adds a percentage of Fire and Earth damage to all physical attacks (up to 10% of each).
  • Mado Gear License Mado Gear License is now an Active skill and can be used to mount your Mado anywhere except PvP/WoE/BG maps at the cost of 20 Mado Gear Fuel, has animation and 5m Cooldown.
  • Remodel Mainframe Mainframe Restructure increased Hard DEF and MDEF by up to 40%.
  • Hover Hovering boosts FLEE by 10% instead of Movement Speed. Only avoids "ground" based effect such as trap and skills coming from the ground, not those falling from the sky.
  • Acceleration Acceleration increases Movement Speed by 25%, up from 10%.
  • Elemental Shift Elemental Shift has separate status icons for each element.
  • Infrared Scan Infrared Scan lasts for 4s.
  • Analyze Analyze only shows its animation upon success.
  • Magnetic Field Magnetic Field now works when the caster is under Hovering status. It isn't canceled by Quagmire.
  • Repair Repair is also usable without Mado Gear, and can be used to heal FAWs, the recovery in this case is doubled. Shows the amount recovered and doesn't get you stuck in the casting animation.
  • Knuckle Boost Knuckle Boost has a Base Level/100 scaling and DEX scaling was boosted to DEX*3.
  • Vulcan Arm Vulcan Arm fires 3 shots and splashes in a 5x5 area. Has a boosted damage formula, Base Level/100 scaling and DEX scaling was boosted to DEX*2.
    The attack motion delay for this skill is halved (easier to spam).
  • Flame Launcher Flare Launcher is also usable without Mado Gear. Has a Base Level/100 scaling. Works in a way similar to Sharp Shooting or Cannon Spear.
    It covers a frontal path with a length of 7 cells and width based on skill's level. There's no longer a "dead zone".
  • Ice Launcher Cold Slower has a Base Level/100 scaling.
  • Arm Cannon Arm Cannon has a Base Level/100 scaling and its base damage formula is increased. Has a normalized range of 13 cells at all levels.
    Doesn't ignore DEF and the element stacking bug (Holy Cannon Ball plus Aspersio or Dark Cannon Ball plus Cursed Water) was fixed. After-cast Delay is reduced for level 3.
  • Pile Bunker Pile Bunker has a boosted damage formula. No longer requires the Pile Bunker mace equipped. Removes defensive buffs even if the hit doesn't connect. STR damage scaling boosted to STR*3.
  • Axe Tornado Axe Tornado recovers 1% of Max HP for each enemy it hits. VIT damage scaling boosted to VIT*2. The Cooldown for lower levels is greatly reduced. Makes you spin, as nature intended.
  • Power Swing Power Swing had its After-cast Delay removed and given 0,75s Cooldown instead. STR and DEX scalng was boosted to x2.
    Had its range increased to 2 cells. The base Stun duration is 5s instead of 2s and chance is 20%. Deals x1.5 damage with a two-handed axe.
  • FAWs cannot be attacked by self or allies and have increased stats, their ATK, MATK, HP and Level scale with Mechanic's Base Level.
    They also cannot be knocked back or moved around. Variable Cast Time was decreased to 0.5s at all levels. They have their own names instead of copying Mechanic's.
    The duration is 60s at all levels.
  • FAW Silver Sniper FAW - Silver Sniper uses level 5 Tracking as its skill. Its DEX scales off master's Base Level.
  • FAW Magic Decoy FAW - Magic Decoy detects hidden targets and casts level 10 Fire Bolt/Cold Bold/Lightning Bolt/Earth Spike.
    Also casts level 10 Heal on the Mechanic once every 10 seconds as long as the Mechanic is below 90% of Max HP.
  • Divest FAW Remove FAW recovers one Steel when used on Silver Sniper or one Brigan when used on Magic Decoy.
  • Lava Flow Magma Eruption has a boosted damage formula for the initial swing, and the eruption tick's damage scales with Base Level, up to 3600.
  • Mado Gear changes:
    • Gains additional 4 cells to its normal attack range as long as a weapon is equipped.
    • Has tripled HP Regeneration and Moving HP Recovery.
    • Benefits from Assassin Cross of Sunset.
    • Teleport Teleportation, Loud Exclamation Loud Exclamation and Greed Greed can be used.
    • The weight of most accessories required to use the Mado Gear specific skills was greatly decreased.
    • Is able to use a special version of self-only Adrenaline Rush through a consumable item named Speed Amplifying Circuit.
    • The Overheat Counter is only increased by offensive abilities. Dealing normal hits, receiving damage and casting supportive skills doesn't do it.
    • Emergency Cool Emergency Cool can remove the Overheat status if used ten times.
    • Not using any offensive ability for 3 seconds, removes one Overheat counter.
    • While Overheated, HP Regeneration is disabled.
    • There are visual effects for gaining, losing and being under the Overheat status.


Minstrel & Wanderer

Changes
caption
  • The acts of Dancing and Singing have their associated status icons for the performer.
  • All Songs, Dances and Performances have their own status icons.
  • Songs and Dances scale with either Musical Lessons or Dance Lessons, depending on the gender.
    This is done to allow the scaling of Songs/Dances used through Soul Link.
  • Musical Strike Musical Strike/Throw Arrow inflict doubled damage while the performer is singing or dancing.
  • Frost Joke Frost Joke and Scream have 1s After-cast Delay and 3s Cooldown. The success chance is greatly increased.
  • Dance Lessons Song/Dance Lessons boost the damage of Reveberation and Severe Rainstorm.
  • Adaptation to Circumstances Adaptation to Circumstances recovers half of the SP spent on the song, and it's Cooldown is applied on skill's own use, not that of the previous song.
  • Pang Voice Pang Voice's success rate is boosted by Base Level, has a 1s Cooldown instead of 2s After-cast Delay.
  • Charming Wink Charming Wink has a 1s Cooldown instead of 2s After-cast Delay.
  • Dissonance Dissonance deals damage every second, the damage is elementless and ignores all possible reductions.
  • Song of Lutie Apple of Idun benefits from Healing done +% effects. The healing formula is increased on all of its portions.
  • Fortune's Kiss Fortune's Kiss also boosts Critical Damage.
  • Humming Humming also boosts the damage of Double Attack, Chain Action, Triple Attack, Fear Breeze and Eternal Chain.
  • Lullaby Lullaby ticks every 3s and the success rate is boosted by INT.
  • Drum on the Battlefield Drum on the Battlefield increases DEF by a bigger amount and only boosts WATK, with a toned down amount.
  • Ring of Nibelungen Ring of Nibelungen increases Mastery ATK, by a higher amount.
  • Tarot Card of Fate Tarot Card of Fate shows the visual animation for Wheel of Fortune on the caster instead of the target so it's possible to see.
  • Marionette Control Marionette Control's stat boots scales with the character's current maximum base stat (up to 130).
    It isn't possible to exploit this ability by resetting and allocating the stats anew while under its effect.
  • Severe Rainstorm Severe Rainstorm is now also usable with instruments and doesn't trigger casting motion on the user upon every hit.
  • Reverberation Reverberation has 5x5 cells trigger area and benefits from ranged damage % increasing effects and both damage portions carry element, doesn't cause attacking motion.
    Can only by attacked by skills that are normally able to hit traps and cannot be knocked back.
    Requires a whip or bow and uses the equipped arrow.
  • Dominion Impulse Dominion Impulse doubles the explosion area of all triggered Reveberations.
  • Death Valley Death Valley only requires 1 point in Circle of Nature's Sound.
  • Gloomy Day Gloomy Day is now only usable on enemies, party members and self, and no longer usable on Bosses.
  • Harmonize Harmonize is no longer usable on Bosses.
  • Siren's Voice Siren's Song visuals are improved.
  • Metallic Sound Metallic Sound deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s.
  • Echo Song Echo Song reduces physical damage taken by a percentage.
  • Lover Symphony Lover's Symphony reduces magical damage taken by a percentage.
  • Windmill Rush Windmill Rush increases physical damage by a percentage.
  • Moonlight Serenade Moonlight Serenade increases magical damage by a percentage.
  • Great Echo Great Echo deals largely increased damage.
  • Song of Despair Song of Despair's duration is also reduced by monsters, not just players, based on their Base Level. Has a status icon. The note has the same HP value as Reveberation.
    Can only by attacked by skills that are normally able to hit traps and cannot be knocked back. Has a status icon.
  • Improvised Song Improvised Song includes most offensive Third Job spells in its list, as well as some supportive, and also a few First, Second and Transcendent Job ones.
    The spells are cast at their maximum learnable level, and the skill's own level instead decreases Cooldown and SP Cost.
    Spells cast through it do not trigger their own Cooldown.
  • Circle of Nature's Sound Circle of Nature's Sound had its unused visuals added.
  • Infinite Humming Infinite Humming also increases EMATK by a percentage and reduces Fixed Cast Time by a flat amount. Has a bigger area.
  • Lerad's Dew Lerad's Dew no longer gives a tiny flat HP bonus, instead it increases healing received from all direct sources and recovers a percentage of Max HP every 6s. Has a bigger area.
  • Song of Mana Song of Mana recovers a base of 1% Max SP every 5s.
  • Dance with Wargs Dance with Wargs grants a higher ASPD boost, WATK boost formula is reworked and stacks with other similar buffs and the skill no longer reduces Fixed Cast Time by a percentage.


Ranger

Changes
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  • Hunter traps that normally have a cast time, have none for Hunters but do for Rogues that copied them.
  • Ranger traps deal half their damage normally, which is brought back by leveling Trap Research, meaning that Shadow Chasers can use those skills with limited effectiveness instead of doing no damage.
  • Double Strafe Double and Beast Strafing benefit from the effect of Fear Breeze.
  • Beast Charge Beast Strafing works against Brute, Insect and Fish race monsters, and Warg riding Rangers.
  • Beast Bane Beast Bane's bonus scales with Base Level, much like Demon Bane. Works against Brute, Insect and Fish race monsters.
  • Falcon Mastery Falcon Mastery is now an active skill that lets you summon your Falcon, just like Warg Mastery. This requires Falcon Flute.
  • Detect Detect has 5x5 cells effective area, up from 3x3 cells.
  • Blitz Beat Blitz Beat for Rangers does 5 hits by default at any Job Level and the trigger chance is equal to that of a Job Level 70 Sniper. This doesn't scale further.
    The damage scales with Base Level 100 past and is elementless.
  • Ankle Snare Ankle Snare has a minimum duration of 4s on monsters. Has a status icon.
  • Skid Trap Skid Trap roots affected enemies or allies for 2s, this doesn't work on yourself.
  • Blast Mine Blast Mine actually explodes upon its natural expiration, effective area is 3x3 cells.
  • Land Mine Land Mine, Freezing Trap, Flasher and Sandman have 3x3 cells effective areas.
  • All Hunter and Ranger traps have had their HP increased by 400% (17500).
  • All Hunter traps no longer have Fixed Cast Times, however, Rogues still have deal with the official Fixed Cast Times.
  • Falcon Eyes True Sight also increases the damage of single-target Bow skills by a percentage, those are Double and Beast Strafing, Arrow Charge, Phantasmic Arrow and Aimed Bolt.
  • Falcon Assault Falcon Assault's damage scales with Base Level past 100 and is elementless. The damage to players is halved, however.
  • Camouflage Camouflage works like Cloaking regarding walls, has a status icon and no longer consumes SP when used to uncloak.
    Currently has a 2s Cooldown upon leaving the status as a temporary exploit workaround.
  • Warg Bite Warg Bite has a visual indication upon its success and a status icon.
  • Warg Dash Warg Dash conserves its old behavior (doesn't need room to execute) but had its SP cost increased to 20 and received a 100ms Cooldown, also has visual and sound effects upon impact.
  • Keen Nose Keen Nose has an After-cast Delay of 1s and a Cooldown of 2s.
  • Fear Breeze Fear Breeze is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Attack effects, taking priority over those.
    The base activation chance is 30%, and the amount of hits is then randomized. Affects Double and Beast Strafing.
    Can be canceled without a Cast Time and After-cast Delay.
  • Aimed Bolt Aimed Bolt has only 5 levels. Damage is increased and there's a bonus to its HIT rate. The amount of additional hits dealt to trapped targets is fixed to 3/4/5.
    The snare status is only removed if the skill actually connects.
  • Unlimited Unlimit halves the damage modifiers of Arrow Storm and Aimed Bolt (similar to Enchant Deadly Poison). The damage increase is the same at all levels, only duration changes.
  • Ranger Main Ranger Main has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%. Works against Brute, Insect and Fish race monsters.
  • Trap Research Trap Research boost the damage of all offensive traps and increases their laying range by up to 3 cells, but if the skill is maxed, then utility traps gain one additional cell to their laying range.
  • Detonator Detonator affects all traps except Ankle Snare, Shockwave Trap, Skid Trap and Electric Shocker.
  • Electric Shock Electric Shocker affects Bosses (doesn't move them, just roots) and has a minimum duration of 4s on monsters and the trap is no longer removed when the Ranger dies.
    The affected targets are moved around to random spots within the trap's effective area. Has a status icon.
  • Bomb Cluster Cluster Bomb's damage formula is changed, it pools Ranger's ATK values into the base calculation instead of calculating them separately.
    With this, the damage is no longer boosted by % effects but instead deals considerably more damage by default, and ignores DEF like all other traps.
  • Magenta Trap Magenta Trap, Cobalt Trap, Maize Trap, and Verdure Trap have had their catalyst requirements changed to 1 colored Point from 1 Elemental Ore.
    Their detonation area is 3x3 cells and trigger area is on the same cell, the status lasts for 1m.
  • Traps can no longer be damaged by other traps or normal attacks, only certain skills can hit them.


Rebel

Changes
caption
  • Can now reach level 175/60, this includes custom Job Level stat bonuses, the ability to raise a stat to 130 and additional stat points, just like transcended third classes.
  • Can wear Transcendent and Third Job-only gear.
  • All Cast Times, Cooldowns and After-cast Delays were changed to provide a better experience and build diversity.
  • Gunslinger and Rebel skill trees were customized to make more sense.
  • Skills that missed proper animations and character motions (pulling out the intended weapon and such) have been improved with custom implementations.
    Some existing effects have been updated as well.
  • Weapon sounds have been corrected and skills that missed their own sounds, now have them.
  • Custom ammunition of all elements is available as well as boxes with Rebel exclusive ammo (Full Metal Jacket, Dragon Tail, Projection Landmine).
  • They receive a custom headgear upon job change, just like third jobs.
  • Weapon ASPD penalties were tweaked across the board, for Gunslingers as well. Expect shotguns and grenade launchers to be faster for example.
  • The stats of Rebel exclusive weapons were revamped.
  • Many skills have largely improved visual animations and sound effects.
  • Grenade Launchers use bullets as their ammunition.
  • Grenade Spheres aren't gone however. They're now catalysts that you may click to load.
    When one is loaded, all attacks done with grenade launchers consume a sphere and gain a bonus to Mastery ATK, while inflicting various status effects.
  • Chain Action Chain Action is a toggle (unremovable) for its main effect. Behaves like Double Attack of Thief with gear bonuses, meaning you get its full bonus with any weapon by using gear that enables double attack.
  • Flip the Coin Flip the Coin doesn't remove a coin upon failure.
  • Magical Bullet Magical Bullet has an entirely different formula, it follows ammo's element and behaves like a spell, but is blocked by Pneuma and guarding effects. Damage is boosted by ranged % effects.
    Inflicts additional damage to monsters based on their Base Level.
  • Increase Accuracy Increase Accuracy lasts for 4m.
  • Adjustment Adjustment lasts for 30s.
  • Gatling Fever Gatling Fever provides a bigger ATK boost. Can be canceled without a Cast Time and After-cast Delay.
  • Madness Canceller Madness Canceller lasts for 20s and can be canceled without a Cast Time and After-cast Delay.
  • Fling Fling reduces DEF by 10% per coin (up to 5), half for players.
  • Triple Action Triple Action's damage scales with Base Level past 100. Deals x1.5 damage with gatling guns.
  • Bull's Eye Bull's Eye was reworked to deal heavy damage and root the target. Both the damage and root's duration decrease for every cell separating you and the target.
    Requires Madness Canceller and Triple Action to unlock.
  • Rapid Shower Rapid Shower's damage scales with Base Level past 100.
  • Desperado Desperado benefits from ranged damage % effects and is no longer blocked by Land Protector.
  • Tracking Tracking's damage scales with Base Level past 100. Ignores FLEE plus guarding effects and had its Cast Time is greatly reduced.
  • Piercing Shot Piercing Shot is able to critically hit, with a +10 CRIT bonus.
  • Disarm Disarm uses DEX difference based success formula just like other divest skills and has a duration of 40s. The base success chance is slightly increased.
    Only shows its special visual effect when the divest attempt is successful.
  • Dust Dust can be used with grenade launchers, had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay.
    The damage scales with Base Level past 100.
  • Full Buster Full Buster's damage scales with Base Level past 100.
  • Spread Shot Spread Shot deals x1.5 more damage with grenade launchers, had its Variable Cast Time and SP costs reduced.
    The damage scales with Base Level past 100.
  • Ground Drift Ground Drift takes the bullet's element, has 5x5 cells area, does 50% ATK damage per skill level and properly benefits from ranged damage % effects.
    Is no longer blocked by Auto Guard/Parrying/Cast-off Cicada Shell/Illusionary Shadow or reduced by Defender, Wall of Fog, and Smoke Powder.
    The mine is based on the loaded Grenade Sphere and doubles its status effect infliction chance.
    The damage scales with Base Level past 100.
  • Flicker Flicker reveals hidden targets in 5x5 cells area. Binding Trap and Howling Mine can be triggered even through walls or obstacles.
  • Binding Trap Binding Trap's damage is no longer boosted by Lex Aeterna and the unit cannot be attacked. The slowing debuff is canceled if the target is caught in detonation.
  • Crimson Marker Crimson Marker now also reduces FLEE by 10% and Movement Speed decrease no longer works on Boss flagged Monsters. Shows marked targets on the minimap to all party members.
    Has a range of 14 cells.
  • Heat Barrel Heat Barrel's formula was changed to grant % based physical and magical damage and reduce HIT instead of flee. The rebound state is now signaled by an emotion.
  • Platinum Alter Platinum Alter doesn't require specific ammo and provides % based reductions against Demon and Undead races. The damage-absorbing shield scales with character's VIT
    and blocks both physical and magical damage. This shield is a separate effect from the main one, meaning it doesn't cancel the other upon expiration.
  • Quick Draw Shot Quick Draw Shot hits twice when used with revolvers.
  • Fallen Angel Fallen Angel increases the damage of the consequent Desperado by up to 2 times and has a range of 9 cells.
  • Fire Dance Fire Dance deals up to 2500% ATK, with a high chance to Blind enemies. It benefits from ranged damage % effects and is no longer blocked by Land Protector.
    Prevents the caster from moving for 0.5s
  • Mass Spiral Mass Spiral has a Base Level/130 damage scaling and its SP Cost is decreased.
  • Anti-Material Blast Anti-Material Blast has an INT*5 damage scaling had its SP Cost is decreased.
  • Hammer of God Hammer of God had its area enlarged to 7x7 cells, base damage formula boosted, and every coin spent adds additional 200% ATK to targets affected by Crimson Marker.
    The Cooldown of 5s is only triggered if the skill actually goes off.
  • Banishing Buster Banishing Buster deals more damage at lower levels, with a more uniform scaling. Consumes 5 bullets.
  • Slug Shot Slug Shot's level determines the Slug Ammunition used, the damage formula is the same at all levels, as is the HIT penalty. Cast Time, Cooldown and After-cast Delay increases with level.
  • Howling Mine Howling Mine takes weapon's element and had its detonation area enlarged to 9x9 cells. Has new visual animations. Has a STR*4 damage scaling.
  • Dragon Tail Dragon Tail doesn't split its damage between targets and its SP Cost is decreased. Has a STR based damage scaling based on skill's level, up to STR*6.
    The Cooldown of 4s is only triggered if the skill actually goes off.
  • Eternal Chain Eternal Chain increases the double-attack damage based on the amount of coins and skill's level. It's no longer canceled upon weapon/ammo removal or swap.
  • Fire Rain Fire Rain had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated.
  • Round Trip Round Trip has a 3s Cooldown and prevents the caster from moving for 1s.


Royal Guard

Changes
caption
  • Heavenly Bell is given upon Job change, it lets you summon the Gryphon anywhere except on PvP maps.
  • Provoke Provoke causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster.
  • Magnum Break Magnum Break's damage isn't reduced for targets outside of 3x3 cells area, has a status icon.
    The Ardent Weapon status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown.
  • Two-Handed Sword Mastery Two-Handed Sword Mastery boosts Mastery ATK when not mounted by 6 per level instead of 4 per.
  • Spear Mastery Spear Mastery boosts Mastery ATK when mounted by 6 per level instead of 5 per.
  • Spear Quicken Spear Quicken only grants FLEE whe a two-handed spear is equipped, and the amount is doubled.
  • Holy Cross Holy Cross has a MATK portion, which cannot miss and still scales with physical % effects. Deals x2 damage with a two-handed weapon.
  • Auto Guard Auto Guard fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep.
  • Shield Charge Shield Charge's damage scales with shield's weight and refine level.
  • Shield Boomerang Shield Boomerang's damage scales with shield weight and refine level.
  • Devotion Devotion changed to 30 level range from 10 level range.
  • Grand Cross Grand Cross doesn't delay its ticks, meaning the damage is never decreased. It doesn't hit or flinch the caster directly so you can't status yourself and the animation doesn't replicate itself.
    The damage formula is slightly improved.
  • Shield Reflect Reflect Shield is now a toggle. Works against normal hits when transfered through Devotion, not just skills.
  • Shrink Shrink only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like Desperado, Dust and Fire Dance.
  • Gospel Gospel's slowing debuff applies a separate SC status with its own icon.
  • Pressure Pressure's damage scales with caster's Max SP and Base Level past 100. Players take a quarter of the damage but never below the base.
  • Sacrifice Sacrifice acts as a normal physical attack, taking weapon, ATK and % effects into account. The skill's damage formula then amplifies this damage based on a percentage of Max HP
    and scales it further with Base Level past 100. The damage ignores size modifiers and is always maximized.
  • Moon Slasher Moon Slasher Debuffs the damaged targets for 5 seconds, making them take 80% more damage from Overbrand's first hit. Its casting cannot be interrupted.
  • Overbrand Overbrand inflicts bonus damage to Bosses with the swing portion of the attack. Deals x1.5 damage with a two-handed spear. Its casting cannot be interrupted.
  • Shield Press Shield Press had its range increased to 2 cells. STR damage scaling boosted to STR*3.
  • Rage Burst Rage Burst had its range increased to 2 cells and SP cost greatly decreased. Deals x1.5 damage with a two-handed weapon.
  • Exceed Break Exceed Break has visual animation plus sound upon impact and there's a visual effect while the status is active.
  • Ray of Genesis Ray of Genesis is usable normally (no need for Banding or Inspiration), ignores FLEE and avoidance effects, correctly benefits from Lex Aeterna and both portions are properly forced Holy.
    Had its cast range increased to 2 cells and the casting cannot be interrupted. The MATK portion of damage is boosted.
  • Hesperus Lit Hesperus Lit is usable normally (no need for Banding or Inspiration), dealing 3 hits by default, just like with Inspiration before the change.
    Cooldown is reduced to 2/3/4/5/6s and After-cast Delay to 1s. Can also be used with any melee weapon. Its casting cannot be interrupted.
  • King's Grace King's Grace suspends the effect of all active Devotion links while Royal Guard is under the status instead of outright canceling them. Ticks once at the start in order to heal 5 times.
  • Moon Slasher Moonslasher blocks movement instead of applying SC_STOP status for a better interaction with monster's AI.
  • Earth Drive Earth Drive deals additional damage based on MATK. Its casting cannot be interrupted.
  • Banding Banding persists through map changes.
  • Inspiration Inspiration's recoil triggers off all sources of damage and doesn't flinch the Royal Guard, so it can't be abused to speed up animation delays.
  • Reflect Damage Reflect Damage does not trigger autocast effects for server's stability and balance purposes.
  • Two-handed swords deal 100% damage to medium targets if you aren't mounted, mounting brings the damage back to 75%.
  • Shield Spell Shield Spell's buffs aren't removed upon triggering one of the damaging or healing effects through the skill. Swapping or unequipping the Shield removes the buffs.


Rune Knight

Changes
caption
  • Dragon Horn is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps.
  • Provoke Provoke causes true, sticky aggro for a duration. Monsters won't change target on chase when provoked and chasing the caster.
  • Runewright's Lexicon is given upon Job change, this books contains all you need to know about Runestones.
  • Magnum Break Magnum Break's damage isn't reduced for targets outside of 3x3 cells area, has a status icon.
    The Ardent Weapon status is applied before the damage is dealt, so the skill itself benefits from it. Has no Cooldown.
  • Two-Handed Sword Mastery Two-Handed Sword Mastery boosts Mastery ATK when not mounted by 6 per level instead of 4 per.
  • Auto Counter Auto Counter deals up to 300% of ATK and has 0.4s catch time at all levels.
  • Spear Mastery Spear Mastery boosts Mastery ATK when mounted by 6 per level instead of 5 per.
  • Charge Attack Charge Attack's Cast Time and damage increase for every traveled cell, up to 11.
  • Parrying Parrying fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep.
  • Pierce Pierce deals x2 damage with a two-handed spear.
  • Spear Stab Spear Stab deals slightly increased damage and x2 damage with a two-handed spear.
  • Spear Boomerang Spear Boomerang deals x2 damage with a two-handed spear.
  • Brandish Spear Brandish Spear deals x2 damage with a two-handed spear.
  • Spiral Pierce Spiral Pierce ignores DEF and has improved damage formula, fully benefitting from weapon's weight.
    Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI.
  • Concentration Concentration has a status icon.
  • Aura Blade Aura Blade's bonus damage scales with Base Level past 100 and always connects except in the case of a lucky dodge.
    Hundred Spears and Spiral Pierce get its benefit for every subhit and the status also has icon.
  • Frenzy Frenzy doesn't disable SP regeneration, has a status icon and doesn't cancel Two-Hand Quicken, suspending its ASPD bonus instead.
  • Two-Hand Quicken Two-Hand Quicken also grants CRIT and a chance to dodge damaging spells (not debuffs).
  • Head Crush Head Crush has different skill requirements and does x2 damage with a two-handed sword.
  • Joint Beat Joint Beat has different skill requirements and a maximum level of 5. Is able to critically hit, with a +20 CRIT bonus and does more damage.
    The Neck Break debuff affects Bosses. Waist and Neck Break reduce Hard DEF, by a lower amount.
    Deals x2 damage with a two-handed spear.
  • Enchant Blade Enchant Blade adds base MATK to the damage, besides the skill's own bonus and also works with skills. Also increases the Auto-cast chance of magical spells triggered by attacks.
  • Wind Cutter Wind Cutter had its base damage boosted and deals additional damage based on MATK. The area is increased to 7x7 cells and Cooldown reduced to 1s.
    Deals x1.5 damage with a two-handed weapon.
  • Ignition Break Ignition Break deals additional damage based on MATK and triggers Burning status for 6s, by a chance based on distance. Deals x1.25 damage with a two-handed weapon.
  • Sonic Wave Sonic Wave deals x1.5 damage with a two-handed weapon.
  • Rune Mastery Rune Mastery displays a fitting visual animation.
  • Storm Blast now has its pre-nerf damage formula while retaining the 1s Cooldown.
  • Crushing Strike has a status icon and visual animation plus sound upon impact. There's a visual effect while the status is active.
  • Phantom Thrust Phantom Thrust has Base Level/100 scaling and Spear Mastery scaling is 20% per level. Also deals additional damage based on MATK. Has 0.5 sec Cooldown.
  • Hundred Spears Hundred Spears has Base Level/100 scaling and Spiral Pierce scaling is 100% per level. Sound effect was muffled.
  • Death Bound Death Bound doesn't reflect hits that didn't connect. Using the skill updates character's facing direction for better consistency.
  • Dragon Howling Dragon Howling can be used while not mounted.
  • Dragon Breath Dragon Breath and Dragon Breath (Water) do not ignore DEF.
  • Millenium Shield no longer stops the character upon a successful block. Displays two new, separate animations and sound sets: one for block and another for shield shattering.
    Has a status icon. The shield's priority is below Parrying.
  • Giant's Growth only has a chance to break the equipped weapon upon the x3 damage proc, the chance is 0.5%.
  • Stonehard Skin also applies a damage absorbing shield for the duration, with a value equal to the HP spent on casting the skill.
    This shield absorbs physical and magical (not misc) damage and there is a visual animation for absorbing a hit.
  • Fighting Spirit increases WATK by a base of 70 plus 7 per each additional party member, and party gets half of that boost.
  • Abundance also increases MATK by 90 plus 1 per Job Level.
  • Pertz Runestone (Storm Blast) has a carrying limit of 60.
  • Raido Runestone (Crush Strike) has a carrying limit of 40.
  • Two-handed swords deal 100% damage to medium targets if you aren't mounted, mounting brings the damage back to 75%.


Shadow Chaser

Changes
caption
  • Back Sliding Back Sliding had its old animation restored.
  • Double Attack Double Attack is a toggle (unremovable) for its main effect, and passively increases the HIT with daggers by a percentage instead of a fixed amount.
  • Backstab Backstab now deals up to 1400% damage and doesn't turn Boss flagged monsters around. Follows the bow's normal range but still deals halved damage in that case.
    Skill's maximum level was trimmed to 5 and its SP Cost slightly boosted. After-cast Delay is 0.25s.
  • Raid Raid deals slightly increased base damage and cannot miss when hitting a target from behind. Got its animation back. The damage bonus is 40% for Backstab.
  • Intimidate Intimidate deals largely increased damage and has a HIT bonus. The damaging portion works even on maps with Teleportation disabled. Has 1s Cooldown.
  • Gangster's Paradise Gangster's Paradise has 5 levels. In addition to its original effect it also increases the damage of Double Attack and Triple Attack (and skills which benefit from those).
    The bonus increases past Base Level 100.
  • Strip Weapon Strip Weapon/Armor/Shield/Helm have greatly increased success chances.
  • Graffiti Graffiti now requires Cleaner instead of Flag Graffiti.
  • Flag Graffiti has been removed, Manhole's requirement is now Graffiti.
  • Cleaner Cleaner consumes Wet Brush.
  • Close Confine Close Confine boosts casters FLEE by 10%.
  • Chase Walk Chase Walk enables the use of Backstab and Raid, has a status icon.
    The STR buff was revamped to instead increase the damage of the next 2 (4 with Soul Link) skills,
    with the bonus being doubled for Backstab. The buff's activation timer is 5s and its duration 15s.
  • Preserve Preserve is a permanent toggle and can't be dispelled by monsters, only players.
  • Triangle Shot Triangle Shot's Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased. Requires 5 points in Double Strafing.
  • Deadly Infection Deadly Infection no longer works with certain status effects when used against Boss flagged monsters.
  • Fatal Menace Fatal Menace is reworked entirely, no longer has snatch effect but instead does higher damager in a bigger area and places caster into special invisibility for 2s,
    which allows the use of Raid and Backstab. Interrupts any casting in progress on the Shadow Chaser. Has 3s Cooldown.
    Has no HIT penalty and instead ignores 50% of Hard DEF.
  • Body Painting Body Painting's success chance is 100% and a fixed 7s duration Blind is applied as well. Shows a visual animation on all affected targets.
    Blind is applied automatically when the main debuff lands, which also boosts the damage of Raid, scaling with Base Level above 100.
    Debuff's duration is 7s at all levels and After-cast Delay is 0.5s.
  • Manhole Manhole cannot be cast next to another, disabling the "chaining". The status effect is now canceled upon unit's removal and you're immune to reapplication for 2s. Has a status icon.
  • Chaos Panic Chaos Panic is usable on top of targets and also recastable (also on top of self), with new instance replacing the previous.
  • Dimensional Door Dimension Door is recastable, with new instance replacing the previous. The destination is randomized upon the cast so it's the same for anyone who enters the door.
  • Maelstrom Maelstrom is recastable (also on top of self), with new instance replacing the previous, has a 3x3 effective area and status icon. The SP recovery is increased.
  • Plagiarism Plagiarism and Reproduce display a visual indication upon successfully memorizing a new skill.
  • Plagiarism Plagiarism allows the copy of Throw Shuriken and Holy Property spells.
  • Reproduce Reproduce allows to copy Ray of Genesis, Hesperus Lit, Power Swing, Axe Tornado and Flare Launcher in addition to the normal skill set.
    The copied skills do not have an increased SP cost.
  • Auto Shadow Spell Auto Shadow Spell allows you to auto-cast spells up to level 10 instead of 5 and holy property spells are allowed as well. Gemstone requirement is removed for spells that consume one.
  • Emergency Escape Emergency Escape causes an instant backslide instead of multiple small steps.
  • Feint Bomb Feint Bomb has a different damage formula, less reliant on Job Level and more on DEX. This means that the skill deals considerably higher damage at lower levels.
    Monsters are rooted for 1s, till the bomb goes off. Wipes aggro completely and interrupts enemy's casts in progress on the Shadow Chaser.
  • Masquerade-Ignorance Masquerade: Ignorance recovers SP when used on monsters, with an amount based on their Base Level.
  • Invisibility Invisibility shows its timer on the status icon. Works against Demon and Insect monsters. Voids After-cast Delays from autocasted skills while active.
  • Auto Spell Mastery Auto Spell Mastery is a new passive skill which increases Weapon MATK and reduces After-cast Delay triggered by on-attack autocast effects (both from skills and items).
    The bonus is active as long as Auto Shadow Spell is.
  • Able to use almost all the bows that Ranger can.


Sorcerer

Changes
caption
  • The Tome of Elements is given upon Job change, this books contains all you need to know about Elemental Spirits.
  • Energy Coat Energy Coat is now canceled upon recast, without any Cast Time. Cast Time is now truly 2s (not reduced by anything) instead of 5s fixed (reduced by items and effects) and the duration is infinite.
  • Fire Ball Fire Ball has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area.
  • Napalm Beat Napalm Beat deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets. It is level selectable.
  • Safety Wall Safety Wall's Cast Time caps at level 7 and the duration is 1m at all levels. Has a status icon.
  • Study Book Study grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level.
  • Auto Spell Auto Spell no longer has a skill level variance and the maximum learned level is used under Soul Link. Level 10 enables Earth Spike and previous levels allow higher levels of skills.
  • Hocus-pocus Abracadabra changed to include various new MVPs. The list of special skills was revamped, removing those that did nothing and adding Fortune, skill's level determines which one can be triggered.
  • Violent Gale Violent Gale's FLEE boost is doubled.
  • Land Protector Land Protector is level selectable.
  • Elemental Change Elemental Change skills had their Cast Time changes to 2s Variable and 0.5s Fixed and there's a success formula based Sage's stats and Base/Job Levels, also a better visual animation.
  • Memorization Memorization has a true Cast Time of 2s (not reduced by anything) and its charges aren't consumed by instant skills. Has a status icon.
  • Double Casting Double Casting has a true Cast Time of 1s (not reduced by anything)
  • Wall of Fog Wall of Fog is castable on top of Volcano and Violent Gale. Has a status icon.
  • Spider Web Spider Web has a status icon.
  • Striking Striking can be cast on Sorcerer's own Elemental Spirit or those from party members, using Lv.4 weapon formula. Has an increased upkeep SP cost.
  • Spell Fist Spell Fist is affected by Lex Aeterna and works with Earth Spike, doubling the skill's level. Critical hits deal additional damage and scale with Critical Damage % effects.
    Multihits scale with Multihit Damage % effects. Has a status icon.
  • Fire Walk Fire Walk and Electric Walk have a Base Level/100 scaling, 3x3 cells area of effect and ticks happen every 0.5s.
  • Warmer Warmer requires 4 points in Volcano.
  • Psychic Wave Psychic Wave benefits from the bonuses of Lv.3 Insignias if it's being endowed by Juvenile Elemental Spirit's Passive Mode.
  • Diamond Dust Diamond Dust's requires 4 points in Deluge. Its crystallization debuff affects monsters but doesn't disable them.
  • Killing Cloud Cloud Kill requires 2 points in Heaven's Drive and Deluge.
  • Poison Burst Poison Buster has a Base Level/100 scaling. Works with Deadly Poison, its area is 5x5 cells at all levels and it is usable on enemies standing in Cloud Kill, Venom Dust and Poison Mist.
  • Varetyr Spear Varetyr Spear deals physical damage instead of magical, which ignores FLEE and guarding effects.
    Its physical portion's formula is boosted, as well as its scaling with Striking, the Stun chance increased and duration extended to 5s.
  • Earth Grave Earth Grave requires 2 points in Seismic Weapon and 4 points in Earth Spike.
  • Elemental Shield Elemental Shield uses its own, new ground unit, with unique visuals and absorbs physical and magical damage in a way similar to Safety Wall but with different values.
    It overrides active Safety Walls, Pneumas and Maelstroms under affected targets, has a Cooldown of 10 seconds and a status icon.
  • Call Agni Summon Agni, Call Aqua Summon Aqua, Call Ventus Summon Ventus and Call Tera Summon Tera require 2 points in their corresponding skills.
  • Spirit Cure Spirit Recovery doesn't work if there's no line of sight and has a visual animation.
  • Elemental Action Elemental Action had its Cooldown reduced to 2/4/6 sec. In Offensive Mode its manual cast makes the spirit switch aggro the the targeted enemy.
  • Insignias have no Cooldown, only one of each type can be active at once and a new cast replaces the previous, or overrides a different type.
    The duration is 30 seconds and there are status icons for each type.
  • Insignia changes:
    • The base effect decreases elemental resistances by 25% instead of increasing damage received. HP drain/recovery and the elemental endow doesn't work on Bosses.
    • Fire Insignia Fire Insignia (Lv.2) increases ASPD by 20% instead of BATK.
    • Water Insignia Water Insignia (Lv.2) increases Healing received by 20%, up from 10%.
    • Wind Insignia Wind Insignia (Lv.2) Reduces After-cast Delay by 20% instead of 10%.
    • Earth Insignia Earth Insignia (Lv.2) increases Hard DEF by 40% instead of boosting Max HP and Hard DEF by a tiny flat amount.
    • All Insignias (Lv.3) boost the damage done with corresponding element by 30% and reduce Variable and Fixed Cast Times plus After-cast Delay of skills of those elements by 30%.
  • Elemental Spirit changes:
    • @eleinfo command is present, listing all the stats of the currenly summoned Spirit.
    • Their stats were improved across the board, both base stats and scaling are greatly boosted.
    • Their vision and chase ranges are the same as player's and leash range is slightly longer. This also means that Offensive Mode allows to send the spirit towards distant targets.
    • All skills had their animations revamped and cleaned up, Elemental Spirit yells the name of the used skill, or Offensive/Idle Mode upon changing into those.
    • All Spirits copy Sorcerer's Movement Speed, just like Homunculus.
    • They properly follow the Sorcerer through portals on the same map, like those in Bifrost Tower and other similar maps.
    • After the buff or ground effect from Passive/Defensive Mode expires, the Spirit automatically goes back to Idle Mode. The same happens once the Spirit runs out of SP.
    • The autocast chance of Elemental Action while in Offensive Mode only can proc while actually attacking a target and the chance is boosted to 5%.
    • All Spirit related status effects have custom-made status icons.
    • Elemental Spirit Mode is indicated by a status icon for the Sorcerer.
    • All Elemental Spirits receive halved damage from AoE attacks in PvM.
    • Passive Mode and Defensive Mode buffs aren't removed by Clearance.
    • Passive Mode core buffs have the same values regardless of Spirit's level. Buffs from adult Spirits which grant a chance to autocast Bolt spells, do not trigger After-cast Delay when it happens.
    • Passive/Defensive Mode buffs trigger regardless of distance between Sorcerer and the Spirit.
    • Defensive Mode ground effects of Lv.3 Spirits has a cast range of 6 cells, the Spirit will run up to the Sorcerer and cast the skill when leaving Offensive Mode.
      Only one unit can be active and new ones will override the previous.
    • Offensive Mode is reworked, the Spirit's leash range and follow mechanics are suspended while attacking a target, unless the Sorcerer leaves vision range.
    • Spirit Control Spirit Control level 1 and 2 fail without triggering Cooldown if there's no line of sight and level 4 has no Cast Time, Cooldown or SP Cost.
    • Spirit Sympathy Spirit Sympathy increases Spirit's ATK by 50 per level.
    • Elemental Action Elemental Action skills deal largely increased damage and inflict status effects. The area of that have one, was boosted to 5x5 (Lv.2) and 9x9 (Lv.3) cells.
      Their SP cost is decreased.
    • Tidal Weapon grants 20% of physical and magical damage as additional Water property damage instead of granting WATK and no longer forces Water endow.
      The buff isn't removed upon recast of Elemental Action.
    • Circle of Fire deals increased damage and knocks back 2 cells.
    • Fire Mantle deals increased damage, has a bigger layout an a 5x5 splash effect, with 4 cells knockback.
    • Water Barrier doesn't reduce ATK and FLEE, it boosts MDEF by 20 instead, has a 5x5 layout.
    • Power of Gaia doesn't reduce MSPD, has a 5x5 layout.
    • Pyrotechnic no longer grants WATK, instead it recovers 4% of Max HP every 6 seconds, also boosts the damage of Fire Bolt and Fire Ball by 20%.
    • Heater no longer grants WATK, instead it recovers 4% of Max HP every 6 seconds, boosts the damage of Fire Walk by a higher amount.
    • Tropic no longer grants WATK, instead it recovers 4% of Max HP every 6 seconds, its Fire Bolt autocast level goes up to 10 and the catalyst costs of Volcano and Flame Launcher are voided.
    • Aqua Play boosts the damage of Cold Bolt and Frost Diver by 20%.
    • Cooler boosts the damage of Diamond Dust by a higher amount.
    • Chilly Air's Cold Bolt autocast level goes up to 10 and the catalyst costs of Deluge and Frost Weapon are voided.
    • Gust boosts the damage of Lightning Bolt and Thunderstorm by 20%.
    • Windblast boosts the damage of Electric Walk and Varetyr Spear by a higher amount, also increases the Stun chance of Varetyr Spear.
    • Wild Storm's Lightning Bolt autocast level goes up to 10 and the catalyst costs of Violent Gale and Lightning Loader are voided.
    • Solid Skin increases Hard DEF by 33%, resistance to Stun by 30% and reduces damage taken by a flat amount equal to Job Level*5.
    • Petrology increases Max HP by 20% and Soft DEF by 60%, boosts the damage of Earth Spike and Heaven's Drive by 20%.
    • Cursed Soil increases Max HP by 20% and Soft DEF by 60%, boosts the damage of Earth Grave and Poison Buster by a higher amount, also increases the Bleeding chance of Earth Grave
    • Upheaval increases Max HP by 20% and Soft DEF by 60%, Earth Spike autocast level goes up to 10 and the catalyst costs of Land Protector and Seismic Weapon are voided.


Soul Linker

Changes
caption
  • Kaahi Kaahi now has a proper timer between heals, heal is now done before damage happens, and heals are no longer randomly lost.
  • Rebirth Spirit Rebirth Spirit isn't removed by Blessing or Increase Agility.


Sura

Changes
caption
  • Teleport Teleportation does not move you on top of portals, only free cells are selected. This means you won't randomly change maps when teleporting around.
  • Warp Portal Warp Portal: the use of /memo is enabled on all fields that aren't locked behind quests, and in cities that normally have it disabled.
  • Aqua Benedicta Aqua Benedicta had its Cast Time and After-cast Delay removed.
  • Blessing Blessing and Increase Agility deal 1 damage to undead targets, so Rogues can copy those skills.
  • Divine Protection Divine Protection also boosts Hard DEF and all values are increased.
  • Demon Bane Demon Bane also boosts CRIT and the Base Level scaling is increased.
  • Angelus Angelus had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF.
  • Signum Crusis Signum Crucis had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted.
  • Dodge Dodge grants up to 20 FLEE.
  • Triple Attack Triple Attack is a toggle (unremovable). Deals x1.5 damage with knuckles.
  • Chain Combo Chain Combo is usable after Dragon Combo. Deals x1.5 damage with knuckles.
  • Combo Finish Combo Finish Deals x1.5 damage with knuckles.
  • Fury Fury has a status icon.
  • Steel Body Steel Body doesn't reduce misc damage.
  • Snap Snap prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range.
  • Occult Impaction Investigate does largely increased damage based on target's Hard DEF, similar to Mass Spiral.
  • Finger Offensive Finger Offensive has 6 levels, with the last firing all Spirit Spheres at once.
    The damage is 350% of ATK per Spirit Sphere regardless of the skill's level.
    The Cast Time scales properly with the amount of Spirit Spheres.
  • Chain Combo Chain Combo and Chain Crush Combo had their SP costs reduced.
  • Palm Push Strike Palm Push Strike Deals x1.5 damage with knuckles.
  • Tiger Knuckle Fist Tiger Knuckle Fist Deals x1.5 damage with knuckles.
  • Chain Crush Combo Chain Crush Combo has only 5 levels. Deals x1.5 damage with knuckles.
  • Spiritual Sphere Absorption Spiritual Sphere Absorption and Assimilate Power no longer remove Kagerou/Oboro's charms.
  • Ki Explosion Ki Explosion has two custom visuals, one for impact and another for the knockback effect.
  • Flash Combo Flash Combo now has proper timers between skills and caster can no longer use items or move during the execution, has a status icon.
  • Ride the Lightning Ride the Lightning has the original damage formula (scales with DEX*2) and Cast Time removed.
  • Dragon Combo Dragon Combo Stuns for a base duration of 5 seconds.
  • Skynet Blow Skynet Blow's AGI damage scaling boosted to AGI*2.
  • Windmill Windmill's DEX damage scaling boosted to DEX*2. Debuffs the damaged targets for 5 seconds, making them take 40% more damage from Rampage Blaster.
  • Earth Shaker Earth Shaker's INT damage scaling boosted to INT*3.
  • Gentle Touch-Silence Pressure Point: Silence's DEX damage scaling boosted to DEX*3 and the chance to inflict Silence is increased.
    The skill is able to critically hit, with a +20 CRIT bonus and the chance to Silence is doubled when that happens.
  • Gentle Touch-Cure Pressure Point: Cure shows the amount healed and the base healing is greatly increased, also adding an amount equal to that of level 10 Heal into the formula.
    Cannot be used on boss monsters.
  • Howling of Lion Howling of Lion has Base Level/100 and INT*3 scaling, and is considered a ranged attack. Only removes benefitial songs.
  • Knuckle Arrow Knuckle Arrow has AGI*3 for the initial hit and AGI*2 for the subhit damage scaling. The bonus damage on monsters (based on their level) is greatly increased.
    Faces the target directly and knocks it in the opposite direction. Deal additional damage equal to the collision portion to Bosses (single bundle).
  • Fallen Empire Fallen Empire has a Base Level/120 scaling. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI. The ATK portion deals x1.5 damage with knuckles.
  • Crescent Elbow Crescent Elbow doesn't reflect hits that didn't connect. Has a visual animation.
  • Howling of Lion Howling of Lion has INT*3 damage scaling.
  • Ki Translation Ki Translation and Power Velocity no longer consume spirit spheres upon a failed cast (targeting a Gunslinger or someone with maximum amount of spheres for example).
  • Tiger Cannon Tiger Cannon's splash damage is calculated separately for every affected target instead of replicating the damage done to the main target on the rest.
  • Cursed Circle Cursed Circle is canceled if the Sura is disabled through White Imprison or Manhole.


Warlock

Changes
caption
  • Energy Coat Energy Coat is now canceled upon recast, without any Cast Time. Cast Time is now truly 2s (not reduced by anything) instead of 5s fixed (reduced by items and effects) and the duration is infinite.
  • Fire Ball Fire Ball has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area.
  • Napalm Beat Napalm Beat deals increased damage and knocks targets back a number of cells based on skill's level. The damage isn't split between targets.
  • Safety Wall Safety Wall's Cast Time caps at level 7. Has a status icon.
  • Storm Gust Storm Gust knocks targets caught in the area in random directions.
  • Sight Blaster Sight Blaster has 5x5 cells trigger area and doesn't hit traps.
  • Fire Pillar Fire Pillar does 150% MATK per hit.
  • Water Ball Water Ball was reworked to have a consistent hit timer, preventing the caster from moving and pauses if the target goes out of sight (resumes if the target comes back).
  • Amplify Magical Power Amplify Magical Power no longer cancels upon non-offensive casts (except Release) and has a status icon.
  • Napalm Vulcan Napalm Vulcan has inversed damage formula (more damage at lower levels) and the chance to Curse increased greatly with level. Deals doubled damage to Cursed targets and cancels the status.
    The damage isn't split between targets.
  • Magic Crasher Magic Crasher inflicts additional damage to monsters based on their Base Level.
  • Gravitation Field Gravitation Field's slowing effect also affects Bosses. The damage scales with MATK and Base Level past 100 and it no longer prevents the caster from using items or casting other skills.
    After-cast Delay is 2s. Duration is fixed at all levels, and it deals halved damage to players but never below base.
    Does not benefit from or breaks Lex Aeterna.
  • Release Summon Sphere - Release had the damage increased, scaling with base and job levels. The damage pierces 50% of Hard MDEF.
    The hits are also unleashed in a quick succession, machine gun style and all subhits benefit from Amplify Magical Power.
  • Jack Frost Jack Frost does its extra damage from Chill status by default to Boss monsters.
  • Earth Strain Earth Strain no longer divests if no damage is dealt. The success chance is reduced by target's DEX. Shows the divested piece on the target by using the effects from Rogue's Strip skills.
  • Drain Life Drain Life's INT damage scaling boosted to INT*3 and the success rate is always 30%. The damage formula is much better at lower levels.
  • Hell's Inferno Hell's Inferno now does a single, shadow property hit for full damage. Has its own Spellbook.
  • Comet Comet had its Fixed Cast Time halved and Cooldown reduced to 10s. Base Level damage scaling for 2 Warlocks was moved at the end of the formula.
  • Summon Fire Ball Summon Water Ball Summon Lightning Ball Summon Stone Summon skills call all 5 Elemental Balls at once if level 5 is used, but with increased Cast Time.
  • White Imprison White Imprison makes monsters ignore you, losing aggro. Gravitation Field only deals base damage to targets trapped by this skill (not the Base Level bonus).
  • Marsh of Abyss Marsh of Abyss also decreases Shadow property resistance of the target and can be used on Bosses. The MSPD and AGI/DEX reductions do not apply to Bosses.
    Displays its animation every 2s while active.


Game Mechanics

General Skill Mechanics

  • Skills trigged by autocast effects, can not trigger other autocast skills.
  • Area skills that went through walls (both officially and not), no longer do that, with the exception of Wanderer/Minstrel songs.
  • All knockback effects move the target straight away from the attacker and not to the West like it happens to some skills under official behavior.
  • For a consistent behavior, the only skills that hit through Hiding are either naturally of Earth property or those that do so on purpose, as specified in the description.
  • Skills that make one charge the target, such as Flying Side Kick, Charge Attack, Pinpoint Attack, Dark Illusion, Knuckle Arrow, Shadow Slash, Jyumonjikiri, Stahl Horn and Tinder Breaker,
    move next to the target instead of on top of it and also check for walkable path in GvG.
  • Skills that can critically hit, display the critical animation upon doing so.
  • All effects that break equipment, signal it with the /omg emotion.

Overweight HP and SP Regeneration

  • There are three Overweight stages, in all cases, what's decreased is the amount, the intervals between ticks are unchanged.
    • 50%: the amount regenerated is reduced by 50%.
    • 70%: the amount regenerated is reduced by 75%.
    • 90%: regeneration is disabled.
  • Those changes affect regeneration from passive skills: Increase Spiritual Power, Increase Recuperative Power, Ninpou Training, Spiritual Recovery, Voice Lessons and Peaceful Rest.
  • All Overweight stages are updated instantly upon gaining/losing enough weight, and so is the regeneration.
  • System messages for all stages are customized and don't overlap.

Status Effects

  • Basic Status Effect immunity and resistance caps have been changed to promote usage of pre-Renewal statuses.
    To reach immunity you must have a total base value of 130 in the stat required to resist the intended status.
    Monsters require 160 in a stat to reach immunity.
  • Damage Over Time status effects do not sap EXP from monsters, this also applies to Third Job statuses such as Burning or Leech End. Those statuses do not trigger rude attack skills.
  • Coma triggered by equipment bonuses doesn't sap EXP either.
  • Chill, Slow Casting, Paralyzing Needle and Masquerade: Laziness also increase the Cast Time of monsters.
  • Basic Status Effects have minimum durations that are unaffected by resistances, those are:
    • {Stun: 0.25 seconds.
    • Petrification, Freeze and Sleep: 1 second.
    • Curse, Silence, Blind, Confusion and Illusion: 2 seconds.
    • Poison, Deadly Poison and Bleeding: 3 seconds.
  • Burning is a part of "body statuses" that don't stack (all basic hard statuses such as Stun or Freeze).
    To make its use smoother, it can't override the hard statuses, but those statuses do override Burning.
  • Chill also increases Fixed Cast Time.
  • Crystallization now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once. Has a much bigger visual effect once applied.
  • Bleeding ticks every second instead of every 10 and doesn't interrupt casting. Base duration is greatly reduced across the board, especially for area skills that inflict it.
    The damage is based on Base Level plus 0.5% of Max HP, with monsters taking more damage than players, and players below level 100 taking less than those above.
  • Deadly Poison requires twice the normal resistances and cannot refresh itself to prevent abusive use of the 10%/15% HP zap from its initial application.
    Its application is signaled by /panic emotion.
  • Healing status effects such as Renovatio, Warmer or Epiclesis stop ticking once HP is at 100%, unless Akaitsuki is active.
  • Plant monsters take 1 damage per tick from any status effect that deals damage.
  • Weapon Break, Armor Break, Shield Break and Helm Break are the debuffs inflicted on monsters by skills and effects that divest or break equipment, this system has been revamped:
    • All such effects now work on Boss monsters, this includes bonuses from equipment.
    • Duration on monsters is a base of 40s, halved on Bosses.
    • Success chance for breaks (but not divests) is globally halved on Bosses.
    • Weapon Break reduces ATK by 30%, cancels and prevent the use of effects that increase ASPD, such as Two-Hand Quicken or Adrenaline Rush.
    • Armor Break reduces FLEE by 15% and increases the chance to receive a Critical Attack by 20% (on practice it's like adding +20 CRIT to the attacker).
    • Shield Break reduces DEF by 30%, cancels and prevents the use of guarding effects, such as Auto Guard or Parrying.
    • Helm Break reduces MDEF by 30% and increases Cast Time by 40%.

Guild Abilities

  • Some abilities have new requirements, for example Guild Storage requires Kafra Contract.
  • Battle Orders Battle Orders has two levels, doubling the bonus at level 2.
  • Regeneration Regeneration lasts for 3 minutes.
  • Restoration Restoration has instant cast.
  • All Guild Auras had their area boosted to 9x9 cells and have 6 levels, granting an additional bonus at level 6 besides their base stat bonus, those bonuses are:
    • Great Leadership Great Leadership grants ASPD +5%.
    • Glorious Wounds Glorious Wounds grants FLEE +10.
    • Cold Heart Cold Heart boosts INT instead of AGI, grants HIT +10 at level 6.
    • Sharp Gaze Sharp Gaze grants CRIT +5.

Equipment Bonuses

  • A large amount of equipment (especially older gear) had its bonuses improved or revamped to accomodate the changes above better.
  • Those changes are extensive so make sure to check the item's stats ingame with the @id command and in this thread

Monsters

  • No longer monsters respawn within player's view range, it happens a couple of cells outside.
  • All NPC_ skills without clear animations and sounds, now have them.
  • Most MVP monsters had their MDEF greatly reduced, this combined with the previous changes, means that spellcasters are able to become competent damage dealers in PvM.
  • End-game MVP monsters can only receive a portion of their Max HP in damage per hit, ranging from 20% to 40%.
  • All monsters had their ATK and MATK valued revised, they're now rebalanced to fit the intended level range plus difficulty, and to match the monster's archetype.
  • Champion monsters use entirely different skillsets which fit their prefix.
  • MATK variation between monster's minimum and maximum is of 20% (just like ATK) instead of 30% so the spikes aren't as big.
  • General stats for some monsters were adjusted so they pose more challenge, this mostly applies to MvPs, Minibosses and some high-level mobs.
  • MvPs and Minibosses provide more EXP and usually drop additional loot since they're no longer a pushover.
  • Many monsters, especially bosses had their skillsets revised to pose more challenge and use skills in smarter ways.
  • Most MVPs do not change their target when melee attacked as long as they aren't in chase mode, this means that melee damage dealers can contribute without gaining aggro.
  • MVP monsters are trapped normally by Hunter's traps and the minimum duration of those is applied, they do not rude teleport or do anything strange. However, they will use Trample if they're trapped and being
    actively damaged, which has a 15 second Cooldown. This means that using traps to snipe down MVPs is pretty tricky, but if you just want to gain distance or breathing room, there are no issues.
  • Immobilized melee monsters only use Teleportation from their idle skill set if there are valid targets around, and all other skills when alone.
    They also use chase skills when there are valid targets around.
  • Non-damaging debuff skills count as an offensive action for monsters in chase mode just like ranged attacks would. With this, using debuffs like Lex Aeterna on MVPs that aren't being tanked, is more tricky.
  • Monsters that use toggle abilities, don't cancel those upon recast, the duration is refreshed instead.
  • Monsters that cast a skill on chase, do not unlock their target.
  • Passive monsters react to non-damaging debuff skills, not just attacks.
  • Passive monsters do not drop aggro when hit by an immobilization effect, they keep their target.
  • NPC_POWERUP and NPC_AGIUP increase HIT and FLEE by 50% instead of 100%, it is possible to deal with those effects using dedicated HIT/FLEE gear and buffs/debuffs such as Humming, Quagmire or Crimson Marker.
  • NPC_POWERUP increases ATK for normal hits by x2 and damage done with physical skills by 50%.
  • NPC_AGIUP entries used only on attack, are also used on chase.
  • All NPC breath skills inflict various status effects.
  • Strip effects inflicted by monsters last for half their normal durations.
  • Slave Monsters:
    • Slaves of stationary monsters, keep their own Movement Speed instead of copying master's.
    • Aren't affected by item bonuses and skill effects which leech HP/SP.
    • Aren't affected by any item bonus which adds a chance of getting loot upon killing a monster.

PvP

  • Siege and Vellum equipment isn't available at all to ensure there are real gearing choices.
  • WoE damage reductions are 50% for skills and 25% for normal attacks.
  • GvG damage reductions are 40% for skills and 20% for normal attacks.
  • WoE/GvG objects such as Barricades, Guardian Stones or Emperium block the cell they occupy. This means it isn't possible to get inside their sprites.
  • The final proc enchants of Temporal Boots do not work in WoE or GvG.
  • Detardeurus, Fallen Bishop Hibram, Golden Thief Bug, Tao Gunka, Samurai Specter, Thanatos, Atroce, Maya Purple and Deviling cards are disabled in WoE and GvG.
  • Emergency Call Scroll is available and can be used from the skillbar, it follows the same mechanics and cooldown as normal skill.
  • Butterfly Wing is usable inside of the WoE castles but only out of combat (10s of not taking or inflicting damage).