Changes for last beta phase
System and Gameplay Updates
General Fixes and Improvements
- Vending: Players now need to be in a designated vending cell spot to open a store.
- Item Amount Window: Fixed the interaction window for selecting item quantities (e.g., dropping or buying items). The limit now matches the player's item count or a maximum of 30,000 for NPC purchases.
- Out Window: Removed the left and top margins of windows to prevent the mouse from being blocked by the overlay.
- Hotkey Bar: Corrected the display of SP/AP cost and skill levels. SP changes to AP for role-based skills.
- Alt+Q (Equipment): Fixed proper interaction and display for cart, falcon, peco, pet egg, and equipped arrows.
- Inventory / Cart / Storage: Fixed multiple visual bugs occurring during actions like item identification, equipping, and unequipping.
- Storage / Inventory / Cart: Fixed the issue where dragging an item and closing the window would leave the item stuck on the mouse when reopening. (build: 0.90.000)
Pet Adventure System
- Pet Adventure Teleport: Fixed an issue where teleportation occurred within the same adventure map.
- Pet Adventure Item Pickup: Corrected the visual bug that misread items picked up from the ground, causing inventory spaces to appear incorrectly.
- Pet Adventure Storage: Fixed the storage and information window disappearance when teleported during adventures.
- Storage Reload: Picking items from the pet storage now reloads the storage window to prevent visual bugs.
Tombs and Boss Mechanics
- Tombs: Added tomb markers for minibosses.
- Boss Spawn: Boss death times are now saved to prevent respawn on server reload.
User Interface (UI) Updates
- Item Description: Added the ability to view item descriptions by right-clicking items in the StarUpgrade list. (build: 0.95.040)
- Pet Equipment: Updated with correct item descriptions.
- Crafting Guide: Added guides for crafting skills.
Visual Updates and Item Adjustments
Item Visual Updates
- Updated Equipment Visuals:
- Armor: Saint Robe, Silk Robe, Mantle, Coat, Silver Robe, Padded Mail, Wooden Mail, Mink Coat, Jacket, Glittering Jacket
- Weapons: Bow, Composite Bow, Rod, Wand, Axe, Sword, Knife, Spear
- Accessories: Boots, Buckler, Cap, Holy Water, Ring, Brooch, Necklace, Earring, Glove, Rosary, Belt, Clip, Nile Rose
Item Name Changes
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Assassin’s Poison Bottles: All poison bottle names have been updated.
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Shining Stone: Renamed to Glimmer Stone.
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Empiric Accessories: Now focus on defense and attack bonuses against races, no longer providing EXP bonuses.
NPC Updates
- New NPCs Added:
- Archer Supplies
- Hunter Supplies
- Artistic Supplies
Card Updates
Card Adjustments
- Several card effects have been modified for better balance and gameplay integration.
- Headgear Slot Cards: The following cards can now be equipped in headgear slots:
- Deviruchi Card, Giearth Card, Marc Card, Marduk Card, Medusa Card, Nightmare Card, Nightmare Terror Card, Ungoliant Card, Venomous Card, High Orc Berserker Card
- Multi-Slot Cards: These cards can now be equipped in Headgear, Armor, Shield, Garment, Shoes, and Accessory slots:
- Argos Card, Coco Card, Ghoul Card, Martin Card, Megalodon Card, Stainer Card, Stalactic Golem Card, Wootan Fighter Card, Wootan Shooter Card, Poporing Card, Horong Card, Obeaune Card, Creamy Card, Seeker Card, Poison Spore Card, Beholder Card, Joker Card, Marine Sphere Card, Pirate Skeleton Card, Skeleton Card, Smokie Card, Stapo Card, Vitata Card, Sidewinder Card, Am Mut Card, Ancient Worm Card, Christmas Cookie Card, Explosion Card, Gajomart Card, Gullinbursti Card, Iron Fist Card, Mini Demon Card, Skeleton General Card, Zombie Prisoner Card, Mantis Card, Kukre Card, Spore Card, Baby Snow Wolf Card, Zerom Card, Baby Wolf Card
Class Balancing and Skill Fixes:
Swordsman
- Bash: Reduced SP Cost to 2~5.
- Magnun Break: AoE change to 7x7, Edges deal half damage. Reduced SP Cost to 6~10, Level changed to selectable.
- Provoke: Reduced SP cost to 1 x Skill Level.
- Endure: Fixed an issue where the skill did not grant Hard DEF.
- Increase HP Recovery: Recovery granted by this skill now occurs alongside natural HP regeneration.
- Moving HP Recovery: Recovery interval while moving has been reduced for lower skill levels. It now also enables natural HP regeneration during combat.
Legacys Skills
- Magnum Implode: Bonus that increases Magnum Break's AoE has been removed.
- Fatal Blow: It is now a toggle skill.
Knight
- Riding: Mounted movement speed adjusted. The effect that granted a bonus while dismounted has been transferred to another skill.
- Cavalry Mastery: Effect that increased attack range with spears has been removed. Now, when dismounted, it increases Hit Rate, Flee Rate, and CRIT by +2 per skill level.
- Sword Quicken: SP cost adjusted to 10 + (2 x Skill Lv). Duration adjusted to 60 + (24 x Skill Lv) seconds.
- Counter Attack: Cast bar removed. Now is a sword-exclusive skill. Two-handed sword damage increase removed. Skill ratio is now based on Weapon attack + Weapon Weight.
- Bowling Bash: Now is a sword-exclusive skill. Fixed an issue where the damage was split between the number of hits. The number of hits now depends only on the number of targets. Skill ratio adjusted. SP cost adjusted to [12 + (1 x Skill Lv)]. Cooldown reduced to 0.4 seconds. Pre-requisite changed to Dashing Bash Lv 5.
- Brandish Spear: Fixed an issue where the damage was multiplied between the number of hits. Skill ratio adjusted. Now, the user's VIT and base level directly influence the skill ratio.
- Dashing Bash: Skill ratio adjusted. Movement speed now directly affects the skill ratio. SP cost changed to 18. Cooldown reduced to 0.5 seconds. Pre-requisite changed to Counter Attack Lv 5.
- Pierce: Fixed an issue where killing a monster with a single hit did not increase the Stabbing stacks. Stack duration increased to 60 seconds. Skill ratio adjusted. Pre-requisite changed to One-Spear Mastery Lv 5.
- Spear Stab: Skill ratio adjusted.
- Spear Boomerang: Skill ratio adjusted, and the way weapon weight is used in the damage formula has changed; it is now a direct part of the skill ratio. SP cost corrected. Range adjusted.
Lord Knight
- Tension Relax: Removed from the skill tree for future use.
- Head Crush: Removed from the skill tree for future use.
- Aura Blade: Now is a sword-exclusive skill. It grants true damage, which is applied to both basic attacks and skills. Duration adjusted to [40 + (20 x Skill Lv)] seconds. SP cost adjusted to [20 + (3 x Skill Lv)].
- Concentration: Now is a spear-exclusive skill. Pre-requisite changed to Spear Quicken Lv 5. Duration adjusted to [40 + (20 x Skill Lv)] seconds. SP cost adjusted to [20 + (3 x Skill Lv)].
- Parry: Duration adjusted to [20 + (10 x Skill Lv)] seconds. SP cost adjusted to 30.
- Spiral Pierce: Skill ratio adjusted, and the way weapon weight is used in the damage formula has changed; it is now a direct part of the skill ratio. SP adjusted. Range adjusted. Cast Time adjusted. Changed the critical rate bonus on immobilized targets to true damage based on weapon weight.
Crusader
- Riding: Mounted movement speed adjusted. The effect that granted a bonus while dismounted has been transferred to another skill.
- Cavalry Mastery: Effect that increased attack range with spears has been removed. Now, when dismounted, it increases Hit Rate, Flee Rate, and CRIT by +2 per skill level.
- Spear Quicken: SP cost adjusted to 10 + (2 x Skill Lv). Duration adjusted to 60 + (24 x Skill Lv) seconds.
- Devotion: SP cost adjusted to 20.
- Martyr's Heal: Skill level is now selectable.
- Reflector Shield: SP cost adjusted to 10 + (5 x Skill Lv).
- Shield Charge: Skill ratio adjusted.
- Shield Boomerang: Skill ratio adjusted, and the way shield weight, def and refine is used in the damage formula has changed; it is now a direct part of the skill ratio. SP cost corrected. Range adjusted.
- Holy Cross: Damage formula and how attributes influence it have been adjusted. Added damage type conversion based on the equipped weapon. When using one-handed swords, maces, and daggers, the damage is considered magical and has a chance to inflict blind on targets. Since the damage is magical, it is influenced by any magical damage multipliers. When using two-handed swords, one-handed and two-handed spears, and one-handed and two-handed axes, the damage is considered physical and has a chance to deal critical damage. Since the damage is physical, it is influenced by any physical damage multipliers.
- Grand Cross: Damage formula and how attributes influence it have been adjusted. Added damage type conversion based on the equipped weapon. When using one-handed swords, maces, and daggers, the damage is considered magical. When using two-handed swords, one-handed and two-handed spears, and one-handed and two-handed axes, the damage is considered physical. The addition of HP cost to damage has been removed. SP adjusted. Cast Time adjusted.
Paladin
- Gloria Domini: Fixed an issue where the skill ratio was multiplied by the number of hits of the skill. Damage formula and how attributes influence it have been adjusted. Added damage type conversion based on the equipped weapon. When using one-handed swords, maces, and daggers, the damage is considered magical. When using two-handed swords, one-handed and two-handed spears, and one-handed and two-handed axes, the damage is considered physical. The addition of HP cost to damage has been removed. SP adjusted. Cast Time adjusted.
- Shield Chain: Skill ratio adjusted, and the way shield weight, def and refine is used in the damage formula has changed; it is now a direct part of the skill ratio. SP adjusted. Range adjusted. Cast Time adjusted. Changed the critical rate bonus on immobilized targets to true damage based on shield weight, def and refine.
- Sacrifice: HP cost for attacks and skills set to 3%. Skill damage HP multiplier adjusted. Pre-requisite changed.
Acolyte
- Holy Light - Magic State: Removed Base Level scaling, skill ratio changed to [100 + (35 x Skill Level)]%, After cast delay 0.6s.
- Cure: Cooldown reduced to 3s ~ 1s. Fixed an issue where the skill removed the visual effect of a status without actually curing it.
- Increase Agility: Fix an issue with Movement Speed granted.
- Angelus: Fixed an issue where the VIT and Soft DEF granted by the skill were not applied correctly.
Legacys
- Prayer: Now has an active effect, increasing healing done by a flat amount (B. Lv. x 2). Consumes SP over time when active, [(B. Lv. / 20) x 3] SP every 3 seconds.
Priest
- Lex Aeterna: Damage amplification is now the same for all (User and Allies). The damage amplification increases the smaller the skill area. Duration adjusted to 3 + (1 x Skill Lv) seconds. Cooldown is now 10 seconds for all levels. All levels now consume Holy Water.
- Turn Undead: Adjusted the HP threshold for execution on normal monsters to 30% and on Elites to 20%. Adjusted the execution chance to (Base Lv ÷ 5)% + 1% for every 1% of health lost below 30% on normal monsters, and (Base Lv ÷ 10)% + 1% for every 1% of health lost below 20% on elites. Cast time and cast delay adjusted. Added a visual effect to identify which targets received the effect.
High Priest
- Basilica: Now the basilica follows the user to share the effect with allies. An extra effect for the user has been added, activating the effects of Demon Bane and Divine Protection every 3 seconds. SP cost, duration, cast time, cast delay, and cooldown have been adjusted.
- Assumptio: Pre-requisite modified.
- Meditatio: Pre-requisite modified.
Monk
- Absorb Spirit Sphere: Fixed an issue where, upon failure, it prevented the skill from being used on the same monster again.
- Pacify: Cost of Spirit Spheres has been removed.
- Occult Impaction: Fixed an issue where the enemy's DEF was used incorrectly in the damage calculation. Range increased to 6, now considered long-range damage. SP cost adjusted. The damage is now id forced neutral.
- Throw Spirit Sphere: Now consumes one Spirit Sphere regardless of the skill level. Cast time adjusted. SP cost adjusted.
- Body Relocation: Fixed an issue where damage calculation based on character weight was being done incorrectly. Now, the distance between the user and the target is also used in the damage calculation. VIT and Base Level have been added to the damage calculation.
- Furious Spirits: Fixed an issue with the consumption of spheres to deactivate the skill. Attack increase has been adjusted.
- Calm Spirits: Fixed an issue with the consumption of spheres to deactivate the skill. Defense and Magic Defense increase have been adjusted.
- Deva Retaliation: Fixed stored damage when receiving damage. Now update the state icon when stacks increase.
Champion
- Spirit Spheres Collect: Duration adjusted to 40 + (40 x Skill Lv) seconds.
Mage
- Increase SP recovery: Recovery granted by this skill now occurs alongside natural SP regeneration.
- FireBall: Skill ratio of the extra conjured Fireballs is now determined by the character's Base Level (Base Level x 3).
- Frost Diver: No longer applies Frozen and now applies Freezing. Freezing lasts 5 seconds, reducing movement speed, attack speed, and increasing cast time. After Freezing ends naturally, the target receives Frozen.
Legacys
- Mana Shooting Star: Fixed an issue where Mana Shooting Star attacks did not trigger autocast items.
- Energy Transference: Now is a passive skill. Natural HP recovery is disabled, and half of the natural HP recovery is converted into SP recovery. HP recovery is possible only once SP is full.
- Threads of Focus: Now update the state icon when stacks increase.
- Sight Ivy: Extra effect has been added: Sight is no longer consumed when using Sightrasher.
Wizard
- Gemmancy: Fixed an issue with the creation of certain gems.
- Heaven's Drive: Pre-requisite changed to Stone Curse Lv 3. Maximum level reduced to 5. Skillratio adjusted. Cast time and SP cost adjusted. Now pushes the target 2 cells per hit as it progresses.
- Violent Quake: New magical earth property skill. It causes an earthquake in the target area, with rocks randomly rising during the skill's duration. Each rock hit has a chance to inflict Confusion for a short period of time. Prerequisite: Heaven's Drive Lv 3.
- Quagmire: Pre-requisite changed to Violent Quake Lv 7. Maximum level increased to 10. No longer reduces the target's stats by a flat value; it now reduces them by a percentage. The reductions now only persist while the target remains in the Quagmire. The movement speed reduction increases with the skill level. SP cost and duration have been adjusted.
- Ice Wall: Moved from the Wizard tree and is now a Mage skill. Pre-requisite changed to Frost Diver Lv 5.
- Frost Nova: Maximum level is now 10. Damage increased. Pre-requisite changed to Storm Gust Lv 7. Cast time and SP cost adjusted. No longer applies Frozen and now applies Freezing. Freezing lasts 5 seconds, reducing movement speed, attack speed, and increasing cast time. After Freezing ends naturally, the target receives Frozen.
- Water Ball: Maximum level is now 5. Damage readjusted. Pre-requisite changed to Frost Diver Lv 3. Skill ratio of the extra conjured Water Ball is now determined by the character's Base Level (Base Level x 3).
- Storm Gust: Pre-requisite changed to Water Ball Lv 3. Fixed inconsistencies in the scaling of fixed and variable cast time across skill levels. SP cost readjusted. Now also applies Freezing when hitting enemies. It still follows the logic that after 3 hits, the enemy is Frozen.
- Jupitel Thunder: Maximum level reduced to 5. Hits adjusted to (2 x Skill Lv). Knockback adjusted to 2 + (Skill Lv). Cast time and SP cost adjusted.
- Lord of Vermilion: Fixed inconsistencies in the scaling of fixed and variable cast time across skill levels. SP cost readjusted.
- Sightrasher: No longer requires Sight to be used. However, if Sight is active, it will be consumed.
- Meteor Storm: Fixed inconsistencies in the scaling of fixed and variable cast time across skill levels. SP cost readjusted.
- Fire Pillar: Fixed issues with the skill's animation and description.
High Wizard
- Napalm Vulcan: Area increased to 7x7, hits reduced to (1 x Skill Lv), after-cast delay and cast time adjusted.
- Soul Drain: Fixed an issue where SP was not recovered from enemies defeated by physical damage.
- Ganbantein/Gravitation Field: Removed for future rework.
Sage
- Flame Weapon: Pre-requisite adjusted to Fire Bolt Lv 3, Advance Book Lv 3.
- Seismic Weapon: Pre-requisite adjusted to Earth Spike Lv 3, Advance Book Lv 3.
- Lightning Weapon: Pre-requisite adjusted to Lightning Bolt Lv 3, Advance Book Lv 3.
- Frost Weapon: Pre-requisite adjusted to Cold Bolt Lv 3, Advance Book Lv 3.
- Spellwish: Skill levels no longer unlock the ability for selection. Now, you must have learned the skill for it to appear in the skill selection list. The level of the autocast skill now depends on (Learned Level x Base Level%).
- Abracadabra: Moved from the Sage tree and is now a Professor skill. Pre-requisite changed to Dispell Lv 1.
- Psychic Wave: New neutral-property magic damage skill. It deals damage in a 9x9 area every 0.5 seconds for 3.5 seconds. Its element can change depending on the user's current endow skill. Prerequisite: Volcano Lv 2, Deluge Lv 2, Sandstorm Lv 2, Whirlwind Lv 2.
Professor
- Fog Wall: Maximum level is now 5. The number of active instances now depends on the skill level. Duration adjusted.
- Memorize: Pre-requisites removed. Now charges a 0.5 second (irreducible) cast bar to gain a stack that reduces 50% of after-cast delay, variable cast time, and fixed cast time. Max Stacks: 5.
- Double Casting: Pre-requisite changed to Free Cast Lv 5.
- Spider Web: Pre-requisites removed. The number of active instances at the same time is now 5. It now increases Fire, Water, Wind, and Earth damage by 75%.
Archer
- Arrow Shower: Shower interval now is based on aspd. Skill ratio changed to [50 + (5 x Skill Level)]. Duration 1.9s ~ 3.7s. Changed SP Cost to [2 + (5 x Skill Level)].
- Double Strafe: Changed SP Cost to 6 ~ 10.
- Improve Concentration: The duration is now 240 seconds for all levels. Changed SP Cost to (4 x Skill Level).
- Charge Arrow: Duration of the slow debuff is now [1.2 + (0.2 x Skill Level)] seconds. Cooldown has been adjusted to 5 seconds at all levels.
- Flechery: Number of arrows crafted now increases with the skill level [85 + (15 x Skill Level)], multiplying the base amount from the previous arrow crafting skill.
Legacys
- Campfire: Using any Food Items under the Campfire status doubles its duration.
- Nimble Nocking: Updated skill behavior and stack consumption when using skills. Now update the state icon when stacks increase.
Hunter
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Trap Research: The part where utility traps granted SP regeneration has been removed. It now increases the duration of utility traps. Now only increases trap placement range at Lv 5 (+1 Range) and Lv 10 (+1 Range). (Total +2 Range)
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Land Mine: Fixed an issue where it was not possible to push the trap with basic attacks. Fixed an issue with the trap's element. Adjusted the speed at which the trap disappears when activated. The damage caused by the trap is now considered Melee. Pre-requisite changed to Trap Research Lv 1. Duration adjusted to 90 seconds.
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Blast Mine: Fixed an issue where it was not possible to push the trap with basic attacks. Fixed an issue with the trap's element. Adjusted the speed at which the trap disappears when activated. The damage caused by the trap is now considered Melee. Pre-requisite changed to Trap Research Lv 1, Land Mine Lv 1. Duration adjusted to 90 seconds.
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Glacial Trap: Fixed an issue where it was not possible to push the trap with basic attacks. Fixed an issue with the trap's element. Adjusted the speed at which the trap disappears when activated. The damage caused by the trap is now considered Melee. Pre-requisite changed to Trap Research Lv 1, Land Mine Lv 2, Blast Mine Lv 1. Duration adjusted to 90 seconds.
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Claymore Trap: Fixed an issue where it was not possible to push the trap with basic attacks. Fixed an issue with the trap's element. Adjusted the speed at which the trap disappears when activated. The damage caused by the trap is now considered Melee. Pre-requisite changed to Trap Research Lv 1, Land Mine Lv 3, Blast Mine Lv 2, Glacial Trap Lv 1. Duration adjusted to 90 seconds.
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Skid Trap: Pre-requisite changed to Trap Research Lv 1. Duration adjusted to (28 x Skill Lv) seconds.
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Ankle Snare: Pre-requisite changed to Trap Research Lv 1, Skid Trap Lv 1. Duration adjusted to (28 x Skill Lv) seconds.
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Flasher: Pre-requisite changed to Trap Research Lv 1, Skid Trap Lv 2, Ankle Snare Lv 1. Duration adjusted to (28 x Skill Lv) seconds.
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Sandman: Pre-requisite changed to Trap Research Lv 1, Skid Trap Lv 3, Ankle Snare Lv 2, Flasher Lv 1. Duration adjusted to (28 x Skill Lv) seconds.
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Shockwave Trap: Now burns the target's SP every 2 seconds for 20 seconds and deals double that amount as damage to the target. The amount of SP burned depends on the skill level. Pre-requisite changed to Land Mine Lv 4, Skid Trap Lv 4, Blast Mine Lv 3, Ankle Snare Lv 3, Glacial Trap Lv 2, Flasher Lv 2, Claymore Trap Lv 1, Sandman Lv 1. Duration adjusted to (23 x Skill Lv) seconds.
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Remove Trap: Pre-requisite changed to Trap Research Lv 5.
Sniper
- Detonator: Pre-requisite changed to Land Mine Lv 4, Skid Trap Lv 4, Blast Mine Lv 3, Ankle Snare Lv 3, Glacial Trap Lv 2, Flasher Lv 2, Claymore Trap Lv 1, Sandman Lv 1.
- Wind Walk: Movement speed adjusted. SP cost adjusted to 20 + (6 x Skill Lv). Duration adjusted to 210 seconds to all skill levels. Cast Time adjusted.
- Sharp Shooting: Base CRIT of the skill has been removed. Base Level relevance has been added to the skill ratio. Skill ratio, cast time, after-cast delay, and cooldown have been adjusted. SP cost adjusted to 12 + (2 x Skill Lv).
- Falcon Assault: Fixed an issue where Falcon Assault's damage at lower levels was weaker than the damage of learned Blitz Beat.
- Quick Draw: Fixed an issue where the skill was reducing movement speed.
Bard and Dancer
- Encore: Adjusted.
- Dissonance/Cringe Dance: Skill is now a toggle ability. It reduces movement speed by 25% and consumes 3 SP per second when active. SP cost and damage formula have been adjusted. It now prevents weapon swapping while active and also blocks the use of Silent Breach and Cloaking skills.
- Frost Joke/Medusa Scream: Fixed an issue where using the skill would end the status on already affected targets.
- Musical Lesson/Dancing Lesson: The CRIT increase has been removed. ATK and MATK boosts have been adjusted. Now, the bonus for maxing out the skill is +5% ATK and MATK.
- Musical Strike/Slinging Strike: Base CRIT of the skill has been removed.
- Don't Forget Me: Movement speed increase for affected allies has been adjusted to [5 + (2 x Skill Lv)]%. The movement speed reduction for attackers has been adjusted to (2 x Skill Lv)%.
Clown and Gypsy
- Reverberation: Fixed and variable cast times have been adjusted. SP cost has been adjusted.
- Arrow Vulcan: After-cast delay has been added. Critical chance after using Musical Strike or Slinging Strike has been removed. Now, if used after these skills, it halves the fixed and variable cast times and removes the after-cast delay.
Thief
- Sprinkle Sand: Reduced SP cost to 6~10. Skill ratio changed to [100 + (20 x Skill Level)].
- Steal: SP Cost reduced to 5.
- Improve Dodge: Fix an issue with Movement Speed granted. Movement Speed bonus now works for all thief classes.
- Hiding: Fixed SP Drained while hiding.
- Envenom: Removed true damage bonus. Poisoning duration changed to 60 sec. Skill ratio changed to [(100 + (20 x Skill Level)) + (Base Level x 3)]%.
- Throw Stone: No longer ignores DEF. Changed SP Cost to 4. Changed Stun chance to [10 + (3 x Skill Level)]%. Stunned target receives +30% damage. Skill ratio changed to [100 + STR + (10 x Skill Level)]%.
Legacys
- Deathphobia: Effect changed: now, upon receiving fatal damage, you negate death and your HP is set to 5%, granting 1 second of invulnerability. You also gain a 50% movement speed increase for 2 seconds.
- Deft Throwstone: Enables Throw Stone to deal critical damage. Critical hits ignore DEF. Your DEX adds to the skill ratio in the same way as STR. DEX increases the hit rate of Throw Stone by 1% per point.
- Wild Pulse: Now update the state icon when stacks increase.
- Dirty Steal: Steal no longer activates the aggressive state in cast sensor monsters. It is now only possible to steal from enemies while using Cloaking and Chase Walk (Hiding removed).
Assassin
- Poison React: Base CRIT of the skill has been removed.
- Venom Splasher: Added 4 range to the skill. SP cost adjusted to 15 + (Skill Lv x 2). Variable cast time adjusted to 1 second. Fixed cast time adjusted to 0.3 seconds. Cooldown adjusted to (2 x Skill Lv) seconds. Natural detonation time increased to 90 seconds. Skill ratio adjusted to [500 + (Skill Lv x 100)].
- V.S. Anticipation: SP cost adjusted to 5. After-cast delay added. Cooldown reduction of Venom Splasher upon activation has been adjusted. Now, if used without any target affected by Venom Splasher, skill no longer enters cooldown.
- Throwing Knife: Damage multipliers now affect the skill's damage. It now ignores 1% of the target's defense for every 1% of the target's health lost. The doubled damage when used in Cloaking has been removed. Skill ratio adjusted to [100 + (15 x Skill Lv)]. SP cost adjusted to (5 + Skill Lv).
- Grimtooth: SP cost adjusted to 4 ~ 8. The skill now deals damage to all targets along the path to the main target. AGI scaling has been adjusted.
- Sonic Blow: Fixed an issue where the after-cast delay was not applied to the skill. Removed increased damage on enemies at 50% health. SP cost adjusted to 10 + (Skill Lv x 2).
- Cloaking: Fixed an issue where the skill was increasing critical chance. Movement speed during normal use and near walls has been adjusted.
Assassin Cross
- Soul Destroyer: Base CRIT of the skill has been removed. The bonus of always dealing critical damage when used from Cloaking has been removed.
- Poisons: Several poison effects have been corrected. Fixed an issue where the poison would deal damage to the user when its effect ended.
Rogue
- Double Strafe: Now update the state icon when stacks for Triple Strafe increase.
- Snatcher: Resolved an issue where the "Dirty Steal" legacy effect was not activating with the skill.
- Gangster Paradise: Maximum level changed to 5. It becomes a usable skill. When a rogue is the leader of a group, they can use Gangster Paradise on members to choose the bonuses they will receive based on the level of the skill used. Pre-requisite changed to Plagiarism Lv 5.
- Gangland: Maximum level changed to 1. Bonus increase for Gangster Paradise adjusted. Pre-requisite changed to Gangster Paradise Lv 5.
- Gashing Blow: Bleeding chance adjusted. Now only applies Bleeding to targets afflicted by Gashing Wound.
Stalker
- Counter Instinct: Parry chance adjusted [100 - (Skill Lv x 10)]%. Cooldown and duration adjusted.
- Stealth: Buff duration extended to 180 seconds.
- Triple Strafe: Ratio adjusted to [203 + (13 x Skill Lv)]. Now accumulates points only with Double Strafe, and cooldown reduces by 2 seconds per point.
Merchant
- Enlarge Weight Limit: Removed.
- Pushcart: Max Level changed to 10, increases maximum weight limit 200 per skill level and enables renting a Pushcart.
- Cart Twister: Skill ratio changed to [100 + ((Current Cart Weight / (400 - Unique Items in Cart)) x Skill Level)]%. Changed SP Cost to (5 + Skill Level). Now, the user's VIT and base level directly influence the skill ratio.
- Cart Revolution: Skill ratio changed to [100 + ((Current Cart Weight / (400 - Unique Items in Cart)) x Skill Level)]%. Changed SP Cost to 8 ~ 12.
- Overcharge: Increased SP cost has been reduced. It no longer boosts final damage but now grants a bonus to status attack.
Legacys
- Item Appraisal: Fixed an issue where items picked up by your pet were not being identified.
- SP Purchase: Conversion of SP to Zeny is now 3 Zeny for every 1 SP spent. Fixed an issue where the skill did not convert the SP cost assigned to basic attacks with Overcharge. Added functionality to convert SP cost over time for Maximize Power.
Blacksmith
- Cart Boost: Movement speed adjustments made.
- Hammerfall: No longer deals damage; reverted to the old functionality. Plans for a Blacksmith Legacy to affect this skill are in place.
- Maximize Power: A 5-minute duration has been added to the skill. The SP cost over time is now (7 - Skill Lv) every 2 seconds. The SP cost over time is also affected by Discount and Overcharge.
- Ore Discovery: Removed from the skill tree.
Whitesmith
- Foundry Power-Up: Duration adjusted to 300 seconds (without perfect enhancement) and 600 seconds (with perfect enhancement).
- Maximum Power Thrust: Damage bonus rebalanced.
Alchemist
- Potion Pitcher: Healing values fixed and adjusted. SP cost set to 5. Halved cast delay for levels above 5.
- Sling Item: SP cost adjusted to [50 - (5 x Skill Lv)]. Cooldown adjusted to [3.5 - (0.5 x Skill Lv)] seconds. Now all fruit bombs have a chance to reduce a target's attribute and cause an abnormal status. Only deals damage to targets affected by status reduction. Bomb damage is pseudo-elemental.
- Deplant: Vial recovery adjusted for the correct plant.
- Bio Cannibalize: Plant duration is now 300 seconds. Fixed an issue with the plant attribute calculations. Adjusted the calculations for HP, DEF, MDEF, ATK, MATK, ASPD, and CRIT of the plants. It is now not possible to place a plant on an already occupied cell. Rebalanced the calculation of plant slots and the cost of each plant. Now each plant has a unique characteristic skill.
- Chemical Reaction: Maximum level adjusted to 5, and effects modified.
- Marine Sphere Bomb: HP scaling adjusted.
Creator
- Potion Spreader: Fixed an issue and adjusted the healing value. SP cost adjusted to 5.
- Full Chemical Protection: Pre-requisite changed to Weapon Chemical Protection Lv 1, Shield Chemical Protection Lv 1, Armor Chemical Protection Lv 1, Helm Chemical Protection Lv 1.
- Hyper Fertilize: Fixed an issue where it was possible to place more than one skill on the ground. Adjusted damage formula, duration, and interval between hits. Increased fertilization buff duration to [(Hyper Fertilize Learned Lv x 6) + (Throwing Potions Techniques x 6)] seconds. Changed the behavior of fertilization buff reapplication; it now renews or replaces the buff with the last one used. Added a new buff for levels 5 and 6.