Skill and Mechanic Changes

From LeikaRO wiki
Revision as of 06:18, 3 December 2019 by Terpsichore (Talk | contribs)

Jump to: navigation, search
caption


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.
If no change is listed then the skill should 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.
  • 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 Hit 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 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.
  • 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 Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
  • Daggers had their unused attack sound enabled.


Arch Bishop

Changes
caption
  • 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: 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 had its Cast Time and After-cast Delay removed.
  • 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 has a status icon.
  • Divine Protection also boosts Hard DEF and all values are increased.
  • Demon Bane also boosts CRIT and the Base Level scaling is increased.
  • 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 Crucis had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted.
  • Safety Wall's Cast Time caps at level 7. Has a status icon.
  • Status Recovery isn't delayed when used on undeads.
  • Lex Divina doesn't de-silence enemies, only allies. The success chance increases after level 5, going up to 200%.
  • Kyrie Eleison doesn't trigger motion animation on the affected target.
  • 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 has increased duration.
  • 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 increases final CRIT and HIT values by a percentage instead of boosting Mastery ATK. After-cast delay is reduced to 1s.
  • 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 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 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 doesn't stack with Steel Body.
  • Meditatio also boosts Sanctuary.
  • Basilica can be used with units inside of it, pushes enemies out and its cast time is greatly reduced. Canceling the effect triggers a short Cooldown instead of After-cast Delay.
  • 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.
  • Coluceo Heal uses level 10 Heal's value regardless of the learned level.
  • Praefatio has the same Cooldown at all levels. Duration increases with level.
  • Expiatio requires 5 points in Praefatio and Oratio. Affects MDEF and the value starts off higher. Has visual animation and status icon.
  • 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 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 requires 5 points in Oratio. Its activation chance is increased, physical portion is able to crit and double hit, and magical follows weapon's element. Has a status icon.
  • Clementia is no longer a requisite for other skills.
  • Ancilla requires 3 points in Praefatio.
  • Lauda Agnus has a status icon and displays its unused visual animation, and Cure's animation upon curing a status effect.
  • Lauda Ramus has a status icon and displays its unused visual animation, and Cure's animation upon curing a status effect.
  • 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 has visual animation and a status icon, is level selectable and the Hard DEF penalty is increased.
  • 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 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 requires Lex Aeterna. Doesn't de-silence enemies, only allies. Can be used to de-silence allies in range. Cannot be interrupted with damage.
  • Clearance only shows its animation on the target upon success.
  • Convenio requires Ancilla. Consumes an Ancilla item, has a true Fixed Cast Time (not reduced by anything) and a moderate Cooldown.
  • 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.
    Cannot be interrupted with damage.
  • Consuming an Ancilla increases Healing Done by 15% and SP Regeneration by 30% for 1 minute.
  • 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, and boosts the healing of High Heal and Coluceo Heal by 50%. There's a visual effect while the status is active.

Extended Super Novice

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.
  • 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
caption
  • Change Cart and Decorate Cart have normalized level requirements for different carts, going up for newer carts
  • Cart Revolution has a range of 2 cells and is no longer "pseudo neutral".
  • 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 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 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 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 consumes Diluted Acid Bottle, has higher armor breaking success chance and does fully mixed damage.
  • Flame Bomb consumes Concentrated Bottle Grenade and does fully mixed damage.
  • Chemical Protection: Weapon/Armor/Shield/Helm consume Small Glistening Coat.
  • Slim Potion Pitcher benefits from Healing done +% effects.
  • Cart Boost increases Movement Speed up to 50%.
  • 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 and the Cast Time is reduced across all levels.
  • Cart Tornado had its base damage formula greatly increased.
  • 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 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 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 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 had a STR*3 damage scaling added.
  • Illusion Doping reduces FLEE by 10%, it's area at level 5 is reduced to 17x17 cell and a cast time of 0.5s remains.
  • Sling Item was revamped as following:
    • All Fruit Bombs had their damage formulas boosted and effects improved.
    • 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 ticks every second, consumes Concentrated Bottle Grenade and deals increased damage which scales with INT, Base and Job Levels.
    Area is increased to 7x7 cells.
  • 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 (Lv.1) deals increased damage, the duration of Demonic Fire is extended by 10s but cannot exceed 28s.
  • 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.
    • 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 only has 1s of true Fixed Cast Time and 5s Cooldown.
    • Lif's Mental Change has no Cooldown/After-cast Delay but no longer recovers HP.
    • Lif's Emergency Avoid boosts Movement Speed by 20% per level.
    • Bayeri's skill casts can no longer be interrupted.
    • Bayeri's Stahl Horn actually makes the Homunculus charge at the target.
    • 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.
    • 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.
    • 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.
    • Sera's Pain Killer can only be cast on self or party members.
    • Sera's Paralyzing Needle increases Variable Cast Time by a lower amount and reduces Soft DEF and MDEF by a higher.
    • Sera's Summon Legion scales the insect stats with caster's Base Level. They draw aggro and are fully attackable by monsters.
    • 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.
    • 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.
    • Eleanor's Tinder Breaker doesn't root her if the target wasn't rooted too (Bosses).
    • Eleanor's E.Q.C (Eternal Quick Combo) reduces Hard DEF.
    • 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
caption
  • Cloaking effect (from Cloaking and Cloaking Exceed) boosts Perfect Dodge by 20 instead of doubling CRIT rate.
  • Back Sliding had its old animation restored.
  • Double Attack is a toggle (unremovable) for its main effect. The other bonuses apply passively.
  • Katar Mastery increases Mastery ATK by 4 per level.
  • 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 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 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 doesn't get its damage modifier halved under the effect of EDP.
  • Grimtooth benefits from EDP.
  • Throw Venom Knife benefits from EDP and uses weapon's element.
  • Create Deadly Poison's after cast delay was removed.
  • 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 only requires 5 points in Katar Mastery, 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 no Cast Time but 0.5s Cooldown.
  • Cross Impact no longer has any skill requirements. Deals increased damage with a dagger in the main hand.
  • Dark Claw does 1500% damage up from 500% and its debuff was changed to +50% melee damage received for up to 15s.
  • Hallucination Walk reduces magical damage taken by 50% when attacked by monsters instead of granting a chance to avoid spells.
  • 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 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 has a greatly increased success chance.
  • Cloaking Exceed no longer consumes SP or triggers After-cast Delay when used to uncloak.
  • 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 used on a target debuffed by 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, 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 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
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.
  • Kunai scrolls and 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.
  • Throwing Mastery works for all kunai and huuma skills and has increased Mastery ATK bonus of 10 per level.
  • Throw Shuriken only has 5 levels, deals increased damage and inflicts Bleeding by a chance.
  • Throw Huuma Shuriken doesn't split its damage across the targets. Had its After-cast Delay reduced to 1.5s.
  • Mist Slash deals largely increased damage and doesn't make you shout the skill's name.
  • Throw Zeny deals full damage to Bosses.
  • Final Strike deals full damage to Bosses.
  • Shadow Slash is usable without the need of hiding if Kagemusha is active and has a 0.2s Cooldown.
  • Wind Blade no longer has After-cast Delay, to be in line with the other spells.
  • Falling Ice Pillar has a 9x9 cells area to match its visual effect.
  • Mucha Nage deals full damage to Bosses and half to players but the damage isn't split, Throwing Mastery has no effect on the damage in case of Shadow Chasers.
  • 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
  • Setsudan deals additional damage based on MATK and its base damage formula is improved.
  • Happo Kunai has updated damage formula which also scales with Base Level and is fully ranged.
  • Huuma Shuriken Ranka has Base Level/120 scaling and the AGI scaling is boosted to AGI*2.
  • Kaihou deals 250% of MATK per every charm spent.
  • Zenkai cannot be stacked. Fire version also causes Blind along with Burning.
  • Zanzou cannot be damaged by self or allies, only enemies. Copies caster's Base Level.
  • Hyouhu Hubuki's Ice Charms boost Lightning Spear of Ice by 20% per.
  • Bakuretsu Kunai uses the Explosive Kunai from inventory (no need to have it equipped) and has increased SP cost.
  • Oboro Gensou works in a 9x9 cells area and the healing portion mumbo jumbo is gone, the skill always applies its effect.
  • 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 works on effects that do not heal at 100% HP (Sanctuary, Epiclesis, Warmer and such) and shows damage numbers instead of heal amount.
  • Genwaku fails to move targets but still applies the Confusion status in GvG, this has a fixed success chance that disregards resistances.
  • Jyusatsu applies Curse with a fixed success chance that disregards resistances and duration reductions.


Mechanic

Changes
caption
  • Change Cart and Decorate Cart have normalized level requirements for different carts, going up for newer carts
  • Cart Revolution has a range of 2 cells.
  • Cart Termination has a range of 2 cells.
  • Hilt Binding grants 3 str and 10 BATK.
  • 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 also boosts CRIT with Maces and Axes, just like the base skill does.
  • Melt Down is only usable with a weapon equipped and only works off melee attacks.
  • 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.
  • 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.
  • Research Fire and Earth was renamed to Geothermal Furnace.
  • 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 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.
  • Mainframe Restructure increased Hard DEF and MDEF by up to 40%.
  • 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 increases Movement Speed by 25%, up from 10%.
  • Elemental Shift has separate status icons for each element.
  • Infrared Scan lasts for 4s.
  • Analyze only shows its animation upon success.
  • Magnetic Field now works when the caster is under Hovering status. It isn't canceled by Quagmire.
  • 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 has a Base Level/100 scaling and DEX scaling was boosted to DEX*3.
  • 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).
  • 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".
  • Cold Slower has a Base Level/100 scaling.
  • 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 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 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 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%.
  • 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.
  • FAW - Silver Sniper uses level 5 Tracking as its skill. Its DEX scales off master's Base Level.
  • 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.
  • Remove FAW recovers one Steel when used on Silver Sniper or one Brigan when used on Magic Decoy.
  • 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:
    • Has tripled HP Regeneration and Moving HP Recovery.
    • Benefits from Assassin Cross of Sunset.
    • 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 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.
  • 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's success rate is boosted by Base Level, has a 1s Cooldown instead of 2s After-cast Delay.
  • Charming Wink has a 1s Cooldown instead of 2s After-cast Delay.
  • Dissonance deals damage every second, the damage is elementless and ignores all possible reductions.
  • Apple of Idun benefits from Healing done +% effects.
  • Fortune's Kiss also boosts Critical Damage.
  • Humming also boosts the damage of Double Attack, Chain Action, Triple Attack, Fear Breeze and Eternal Chain.
  • Lullaby ticks every 3s and the success rate is boosted by INT.
  • Drum on the Battlefield increases DEF by a bigger amount and only boosts WATK, with a toned down amount.
  • Ring of Nibelungen increases Mastery ATK, by a higher amount.
  • 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.
  • Severe Rainstorm is now also usable with instruments and doesn't trigger casting motion on the user upon every hit.
  • 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.
  • Dominion Impulse doubles the explosion area of all triggered Reveberations.
  • Death Valley only requires 1 point in Circle of Nature's Sound.
  • Gloomy Day is now only usable on enemies, party members and self, and no longer usable on Bosses.
  • Harmonize is no longer usable on Bosses.
  • Siren's Song visuals are improved.
  • Metallic Sound deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s.
  • Echo Song reduces physical damage taken by a percentage.
  • Lover's Symphony reduces magical damage taken by a percentage.
  • Windmill Rush increases physical damage by a percentage.
  • Moonlight Serenade increases magical damage by a percentage.
  • Great Echo deals largely increased damage.
  • 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 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 had its unused visuals added.
  • Infinite Humming also increases MATK by a percentage and reduces Fixed Cast Time by a flat amount. Has a bigger area.
  • 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 recovers a base of 1% Max SP every 5s.
  • 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
caption
  • 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 and Beast Strafing benefit from the effect of Fear Breeze.
  • Beast Bane's bonus scales with Base Level, much like Demon Bane.
  • Falcon Mastery is now an active skill that lets you summon your Falcon, just like Warg Mastery. This requires Falcon Flute.
  • Detect has 5x5 cells effective area, up from 3x3 cells.
  • 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 has a minimum duration of 4s on monsters. Has a status icon.
  • Skid Trap roots affected enemies or allies for 2s, this doesn't work on yourself.
  • Blast Mine actually explodes upon its natural expiration, effective area is 3x3 cells.
  • 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.
  • 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's damage scales with Base Level past 100 and is elementless. The damage to players is halved, however.
  • 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 has a visual indication upon its success and a status icon.
  • 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 has an After-cast Delay of 1s and a Cooldown of 2s.
  • Fear Breeze is no longer canceled upon weapon/arrow swap or removal. Stacks with Double Hit 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 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.
  • 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 has only 5 levels, increases Hard DEF and reduces damage taken from monsters when a bow is equipped by up to 10%.
  • 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 affects all traps except Ankle Snare, Shockwave Trap, Skid Trap and Electric Shocker.
  • 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.
  • 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, 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.
  • 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.
  • Desperado benefits from ranged damage % effects and is no longer blocked by Land Protector.
  • 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.
  • Increase Accuracy lasts for 4m.
  • Adjustment lasts for 30s.
  • Gatling Fever can be canceled without a Cast Time and After-cast Delay.
  • Madness Canceller lasts for 20s and can be canceled without a Cast Time and After-cast Delay.
  • Fling reduces DEF by 10% per coin (up to 5), half for players.
  • Tracking ignores FLEE and had its Cast Time greatly reduced.
  • Piercing Shot is able to critically hit, with a +10 CRIT bonus.
  • Disarm uses DEX difference based success formula just like other divest skills and has a duration of 40s. Only shows its special visual effect when the divest attempt is successful.
  • Dust had its cast range increased to 4 cells and has 0.5s Cooldown instead of 1s After-cast Delay.
  • Spread Shot deals x1.5 more damage with Grenade Launchers and had its Variable Cast Time reduced to 1s.
  • Ground Drift updated to work with new grenade spheres, has 5x5 cells area, does 50% ATK damage per skill level, 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.
  • Flicker reveals hidden targets in 5x5 cells area.
  • 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 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'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 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 hits twice when used with revolvers.
  • Fallen Angel increases the damage of the consequent Desperado by up to 2 times and has a range of 9 cells.
  • 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 has a Base Level/130 damage scaling and its SP Cost is decreased.
  • Anti-Material Blast has an INT*5 damage scaling had its SP Cost is decreased.
  • 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 is only triggered if the skill actually goes off.
  • Banishing Buster consumes 5 bullets.
  • 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 had its detonation area enlarged to 9x9 cells. Has new visual animation. Has a STR*4 damage scaling.
  • 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.
  • 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 had its vertical layout improved to cover actual 3 cells and has updated visual animation that isn't as saturated.
  • 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.
  • 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 boosts Mastery ATK when not mounted by 6 per level instead of 4 per.
  • Spear Mastery boosts Mastery ATK when mounted by 6 per level instead of 5 per.
  • Auto Guard fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep.
  • Shield Charge's damage scales with shield's weight and refine level.
  • Shield Boomerang's damage scales with shield weight and refine level.
  • Devotion changed to 30 level range from 10 level range.
  • 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.
  • Reflect Shield is now a toggle. Works against normal hits when transfered through Devotion, not just skills.
  • Shrink only pushes away enemies that hit you with a melee attack, this excludes pseudo melee skills like Desperado, Dust and Fire Dance.
  • Gospel's slowing debuff applies a separate SC status with its own icon.
  • 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 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.
  • Shield Press had its range increased to 2 cells. STR damage scaling boosted to STR*3.
  • Rage Burst had its range increased to 2 cells and SP cost greatly decreased.
  • Exceed Break has visual animation plus sound upon impact and there's a visual effect while the status is active.
  • 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.
  • 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.
  • 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.
  • Moonslasher blocks movement instead of applying SC_STOP status for a better interaction with monster's AI.
  • Banding persists through map changes.
  • 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.
  • Two-handed swords deal 100% damage to medium targets if you aren't mounted, mounting brings the damage back to 75%.


Rune Knight

Changes
caption
  • Dragon Horn is given upon Job change, it lets you summon the Dragon anywhere except on PvP maps.
  • Runewright's Lexicon is given upon Job change, this books contains all you need to know about Runestones.
  • 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 boosts Mastery ATK when not mounted by 6 per level instead of 4 per.
  • Auto Counter deals up to 300% of ATK and has 0.4s catch time at all levels.
  • Spear Mastery boosts Mastery ATK when mounted by 6 per level instead of 5 per.
  • Charge Attack has a different formula for damage and cast time scaling based on cells.
  • Parrying fails to activate when Stunned, Frozen, Petrified, Asleep or under Deep Sleep.
  • Spear Stab deals slightly increased damage.
  • 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 has a status icon.
  • 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 doesn't disable SP regeneration, has a status icon and doesn't cancel Two-Hand Quicken, suspending its ASPD bonus instead.
  • Two-Hand Quicken also grants CRIT and a chance to dodge damaging spells (not debuffs).
  • Head Crush has different skill requirements and does x2 damage with a two-handed sword.
  • 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.
  • Enchant Blade adds base MATK to the damage, besides the skill's own bonus and also works with skills.
  • Wind Cutter had its damage boosted, area increased to 7x7 cells and Cooldown reduced to 1s. Deals x1.5 damage with a two-handed sword.
  • Sonic Wave deals x1.5 damage with a two-handed sword.
  • 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 has Base Level/100 scaling and Spear Mastery scaling is 20% per level. Has 0.5 sec Cooldown.
  • Hundred Spears has Base Level/100 scaling and Spiral Pierce scaling is 100% per level. Sound effect was muffled.
  • Death Bound doesn't reflect hits that didn't connect. Using the skill updates character's facing direction for better consistency.
  • 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.
  • 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 had its old animation restored.
  • 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 now deals up to 1400% damage and doesn't turn Boss flagged monsters around.
  • Raid got its animation back.
  • Strip Weapon/Armor/Shield/Helm have greatly increased success chances.
  • Graffiti now requires Cleaner instead of Flag Graffiti.
  • Flag Graffiti has been removed, Manhole's requirement is now Graffiti.
  • Cleaner consumes Wet Brush.
  • Close Confine boosts casters FLEE by 10%.
  • Chase Walk has a status icon.
  • Preserve is a permanent toggle and can't be dispelled by monsters, only players.
  • Triangle Shot's Cast Time was removed and After-cast delay reduced to 0.5s. Knockback chance is increased.
  • Deadly Infect no longer works with certain status effects when used against Boss flagged monsters.
  • 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. Has 3s Cooldown.
  • Body Painting has improved general values, with higher chances and Blind being on its own timer. Shows a visual animation on targets affected by the ASPD debuff.
  • 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 is usable on top of targets and also recastable (also on top of self), with new instance replacing the previous.
  • 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 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 and Reproduce display a visual indication upon successfully memorizing a new skill.
  • 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 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 causes an instant backslide instead of multiple small steps.
  • 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.
  • Masquerade: Ignorance recovers SP when used on monsters, with an amount based on their Base Level.
  • Able to use all the bows that Rangers 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 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 has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area.
  • 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's Cast Time caps at level 7. Has a status icon.
  • Book Study grants Equipment MATK instead of Mastery ATK and boosts ASPD by 1% per level.
  • 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.
  • 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's FLEE boost is doubled.
  • Land Protector is level selectable.
  • 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 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 has a true Cast Time of 1s (not reduced by anything)
  • Wall of Fog is castable on top of Volcano and Violent Gale. Has a status icon.
  • Spider Web has a status icon.
  • 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 is affected by Lex Aeterna and works with Earth Spike, doubling the skill's level. Has a status icon.
  • Fire Walk and Electric Walk have a Base Level/100 scaling, 3x3 cells area of effect and ticks happen every 0.5s.
  • Warmer requires 4 points in Volcano.
  • Psychic Wave benefits from the bonuses of Lv.3 Insignias if it's being endowed by Juvenile Elemental Spirit's Passive Mode.
  • Diamond Dust's requires 4 points in Deluge. Its crystallization debuff affects monsters but doesn't disable them.
  • Cloud Kill requires 2 points in Heaven's Drive and Deluge.
  • 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 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 requires 2 points in Seismic Weapon and 4 points in Earth Spike.
  • 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.
  • Summon Agni, Summon Aqua, Summon Ventus and Summon Tera require 2 points in their corresponding skills.
  • Spirit Recovery doesn't work if there's no line of sight and has a visual animation.
  • 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 (Lv.2) increases ASPD by 20% instead of BATK.
    • Water Insignia (Lv.2) increases Healing received by 20%, up from 10%.
    • Wind Insignia (Lv.2) Reduces After-cast Delay by 20% instead of 10%.
    • 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.
    • 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 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 increases Spirit's ATK by 50 per level.
    • 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.
    • 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 now has a proper timer between heals, heal is now done before damage happens, and heals are no longer randomly lost.
  • Rebirth Spirit isn't removed by Blessing or Increase Agility.


Sura

Changes
caption
  • 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: 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 had its Cast Time and After-cast Delay removed.
  • Blessing and Increase Agility deal 1 damage to undead targets, so Rogues can copy those skills.
  • Divine Protection also boosts Hard DEF and all values are increased.
  • Demon Bane also boosts CRIT and the Base Level scaling is increased.
  • Angelus had its maximum level trimmed to 5, the effect is greatly increased and also affects Soft MDEF.
  • Signum Crucis had its maximum level trimmed to 5 and duration reduced to 1m. The success chance is slightly boosted.
  • Triple Attack is a toggle (unremovable).
  • Chain Combo is usable after Dragon Combo.
  • Fury has a status icon.
  • Steel Body doesn't reduce misc damage.
  • Snap prevents you from sitting during the execution and had its click range corrected to not exceed the maximum cast range.
  • Investigate does largely increased damage based on target's Hard DEF, similar to Mass Spiral.
  • Chain Crush Combo has only 5 levels.
  • Spiritual Sphere Absorption and Assimilate Power no longer remove Kagerou/Oboro's charms.
  • Ki Explosion has two custom visuals, one for impact and another for the knockback effect.
  • 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 has the original damage formula (scales with DEX*2) and Cast Time removed.
  • Dragon Combo Stuns for a base duration of 5 seconds.
  • Skynet Blow's AGI damage scaling boosted to AGI*2.
  • 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's INT damage scaling boosted to INT*3.
  • 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.
  • 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.
  • Howling of Lion has Base Level/100 and INT*3 scaling, and is considered a ranged attack.
  • 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 has a Base Level/120 scaling. Blocks movement instead of applying SC_STOP status for a better interaction with monster's AI.
  • Crescent Elbow doesn't reflect hits that didn't connect. Has a visual animation.
  • Howling of Lion has INT*3 damage scaling.
  • 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).


Warlock

Changes
caption
  • 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 has a 7x7 cells area and the damage isn't reduced for targets outside of 5x5 cells area.
  • 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's Cast Time caps at level 7. Has a status icon.
  • Storm Gust knocks targets caught in the area in random directions.
  • Sight Blaster has 5x5 cells trigger area and doesn't hit traps.
  • Fire Pillar does 150% MATK per hit.
  • 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 no longer cancels upon non-offensive casts (except Release) and has a status icon.
  • 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.
  • 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.
  • 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 does its extra damage from Chill status by default to Boss monsters.
  • 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's INT damage scaling boosted to INT*3.
  • Hell's Inferno now does a single, shadow property hit for full damage. Has its own Spellbook.
  • 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 skills call all 5 Elemental Balls at once if level 5 is used, but with increased Cast Time.
  • 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 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

  • 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.
  • 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 decrease 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.
  • DoT statuses that deal invisible damage, do not reduce the EXP given by monsters.
  • 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.
  • Deadly Poison's application is signaled by /panic emotion.
  • 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 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 has two levels, doubling the bonus at level 2.
  • Regeneration lasts for 3 minutes.
  • 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 grants ASPD +5%.
    • Glorious Wounds grants FLEE +10.
    • Cold Heart boosts INT instead of AGI, grants HIT +10 at level 6.
    • 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.
  • 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 moderate 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 Aterna 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.
  • Slaves of stationary monsters, keep their own Movement Speed instead of copying master's.

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.
  • 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.