Rebalanceamento de Classes, Cartas e EXP

De Sweet
Revisão de 18h58min de 21 de agosto de 2025 por Sweet (discussão | contribs)

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Várias habilidades foram reequilibradas e agora se comportam de forma diferente em Sweet Old Times do que em servidores oficiais. Enquanto esta página é constantemente atualizada, pode conter informações ausentes ou desatualizadas. Sempre consulte a descrição dentro do jogo para informações precisas.

Espadachim

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Habilidade Valor Original Valor Alterado Comentário
Recuperação de HP
  • Regenera a cada 10 segundos.
  • Regenera a cada 5 segundos.
Aumentado para o mesmo padrão geral de Payon Stories (a cada 4 segundos em pé, 2 segundos sentado).
Impacto Explosivo
  • Custo de SP:
Níveis 1-5: 8
Níveis 6-10: 15
  • Custo de SP:
3 SP + 1 SP por nível selecionado. (13 SP no nível máximo)
Reduzida a fórmula de SP para dar mais controle ao Espadachim.
Explosão de Magnum
  • Custo de SP: 30 SP
  • Alcance: 2 células (5x5) centrado no usuário
  • Custo de SP: 18 SP
  • Alcance: 3 células (7x7) centrado no usuário
Reduzido o custo de SP e aumentado o alcance em 1.5x.

Cavaleiro

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Habilidade Valor Original Valor Alterado Comentário
Rapidez com Duas Mãos
  • Aumenta delay de arma em 30% por 30s por nível. (300s no nível máximo)
  • Aumenta delay de arma em 30% por 60s por nível. (600s no nível máximo)
  • Também aumenta FLEE em 1 por nível e CRIT em 0.8% por nível (+10 e +8% no nível máximo)
Melhorias para builds de ataque automático dos Cavaleiros.
Golpe Fulminante
  • Fórmula original baseada em linhas invisíveis do mapa.
  • Dano definido em 400% por golpe, atingindo duas vezes (até 800%).
  • Removido o bug das "gutter lines".
Alteração para remover mecânica antiga e tornar a habilidade mais prática.
Perícia com Lanças
  • Adiciona +4 ATQ por nível de habilidade ou +5 ATQ por nível quando montado em um Peco. (+40 ou +50 no nível máximo)
  • Agora adiciona +5 ATQ por nível de habilidade e +7 ATQ por nível quando montado em um Peco. (+50 ou +70 no nível máximo)
Esta habilidade foi melhorada para equilibrar as builds de Lança que Cavaleiros podem escolher.

Assim como nas outras mudanças de habilidades de Maestria, isso é basicamente um ajuste devido ao alto investimento de pontos.

Lança de Brandir
  • Originalmente tinha limite na quantidade de monstros que podia atingir.
  • Removido o limite de monstros que podem ser atingidos.
  • Se um monstro bater em uma parede durante o recuo, ele recebe dano uma segunda vez.
O segundo acerto nasceu como um bug, mas após consideração, foi decidido mantê-lo já que isso equilibra a habilidade para ser (de certa forma) comparável ao Golpe Fulminante.

Templário

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Habilidade Valor Original Valor Alterado Comentário
Cruz Sagrada
  • Dano é (100 + 35 × Nível de Habilidade)%. (450% no nível máximo)
  • Custo de SP é 10 + 1 SP por nível. (20 SP no nível máximo)
  • Alcance da habilidade é 1 célula.
  • Dano aumentado para (300 + 25 × Nível de Habilidade)%. (550% no nível máximo)
  • Nova fórmula de SP: 2 + 1 SP por nível (12 SP no nível máximo).
  • Habilidade recebe bônus de precisão de +2% por nível. (+20% no nível máximo)
  • Alcance aumentado de 3 para 7 células.
Cruz Sagrada é bem inferior à Grand Cross e recebeu um pequeno reforço para ficar mais equilibrada.
Investida com Escudo
  • Dano é (100 + 20 × Nível de Habilidade)%. (200% no nível máximo)
  • Dano aumentado para (200 + 20 × Nível de Habilidade)%. (300% no nível máximo)
Esta habilidade era muito fraca e, apesar do atordoamento fornecer alguma utilidade junto ao grande recuo, foi dado um pequeno aumento de dano para compensar seu uso puramente defensivo.
Rapidez com Lanças
  • Reduz o delay de ataque em 20 + (1 × Nível de Habilidade)% para lanças de 2 mãos. (30% no nível máximo)
  • Agora reduz o delay em 20% + 1.5% por nível para lanças de 2 mãos. (35% no nível máximo)
  • Agora também reduz o delay em 7.5% + 0.5% por nível para lanças de 1 mão. (12.5% no nível máximo)
Builds de lança precisavam de um reforço. Apesar de mais fracas que as de Grand Cross em DPS PvE, a comunidade valorizava a diversão dessas builds. O aumento para lanças de 2 mãos e o bônus para lanças de 1 mão dão mais versatilidade, especialmente considerando o alto investimento de pontos de habilidade.
Perícia com Lanças
  • Adiciona +4 ATQ por nível de habilidade ou +5 ATQ por nível quando montado em um Peco. (+40 ou +50 no nível máximo)
  • Agora adiciona +5 ATQ por nível de habilidade e +7 ATQ por nível quando montado em um Peco. (+50 ou +70 no nível máximo)
Esta habilidade também foi melhorada para equilibrar as builds de Lança que Templários podem escolher.

Assim como nas outras mudanças de Maestria, isso é basicamente um ajuste devido ao alto investimento de pontos.


Noviço

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Habilidade Valor Original Valor Alterado Comentário
Benção
  • Duração: 40 + (20 × Nível de Habilidade) segundos. (240s no nível máximo)
  • Custo de SP: 24 + (4 × Nível de Habilidade). (64 SP no nível máximo)
  • Duração: 100 + (20 × Nível de Habilidade) segundos. (300s no nível máximo)
  • Custo de SP: 24 + (5 × Nível de Habilidade). (74 SP no nível máximo)
Aumentada a duração do buff para até 5 minutos, alinhando com outras habilidades de suporte.

Custo de SP também aumentado para compensar a duração maior.
No geral é um buff, melhorando a relação duração/SP de 3.75 [seg/SP] para 4.05 [seg/SP] (no nível 10).

Aumentar Agilidade
  • Duração: 40 + (20 × Nível de Habilidade) segundos. (240s no nível máximo)
  • Custo de SP: 15 + (3 × Nível de Habilidade). (45 SP no nível máximo)
  • Duração: 100 + (20 × Nível de Habilidade) segundos. (300s no nível máximo)
  • Custo de SP: 15 + (4 × Nível de Habilidade).(55 SP no nível máximo)
Aumentada a duração do buff para até 5 minutos, alinhando com outras habilidades de suporte.

Custo de SP também aumentado para compensar a duração maior.
No geral é um buff, melhorando a relação duração/SP de 5.33 [seg/SP] para 5.45 [seg/SP] (no nível 10).

Baneira contra Demônios
  • Aumenta o ATQ contra Mortos-Vivos/Demônios em +3 por nível de habilidade +0.05 × (1 + Nível Base). (+35 no nível máximo e nível base)
  • Aumenta o ATQ contra Mortos-Vivos/Demônios em +5 por nível de habilidade +0.5 × (1 + Nível Base). (+100 no nível máximo e nível base)
  • Agora também aumenta o ATQ contra outros monstros (não mortos-vivos/demônios) em +4 por nível de habilidade. (+40 no nível máximo)
Esta habilidade foi retrabalhada para melhorar certos estilos de jogo, especificamente Monges de Combo e Sacerdotes de Batalha.

O maior potencial de dano em ataques automáticos amplia a viabilidade de builds pouco usadas na árvore de Noviço.

Luz Sagrada
  • Requisito de nível de classe para aprender: 30
  • Causa 125% MATQ
  • Tempo de conjuração: 2 segundos
  • Custo de SP: 15
  • Requisito de nível de classe para aprender: 15
  • Causa (101 + Nível Base)% MATQ. (200% no nível base máximo)
  • Tempo de conjuração: 1.5 segundos
  • Custo de SP: 12
O aumento no dano desta magia, que escala com o nível, dá mais viabilidade para ser usada junto à rotação de suporte do Noviço.

O tempo de conjuração reduzido também aumenta a versatilidade. Isso permite que jogadores habilidosos contribuam com DPS durante o tempo ocioso de forma mais eficaz.

Sacerdote

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Habilidade Valor Original Valor Alterado Comentário
Recuperação de SP
  • Recupera a cada 10 segundos.
  • Recupera a cada 5 segundos.
  • O contador funciona em pé, mas não reinicia ao se mover.
Aumentado pelo mesmo motivo do padrão geral do Payon Stories (a cada 6 segundos em pé, a cada 3 segundos sentado).
Maestria em Combate anteriormente Maestria em Maça
  • Aumenta o ATQ com maças em +3 por nível de habilidade. (+30 no nível máximo)
  • Aumenta o ATQ de todas as armas que Sacerdotes podem equipar em +4 por nível de habilidade. (+40 no nível máximo)
  • Também reduz o atraso de velocidade de ataque em 12% ao usar Maças se o Sacerdote tiver aprendido o nível máximo da habilidade.
[Bônus Nv. 10]: ASPD com Maça +12%.
Esta habilidade era usada basicamente por sacerdotes de combate corpo a corpo.

Por isso, foi fornecido um bônus de valor maior. Agora afeta todas as armas e aumenta substancialmente a velocidade de ataque dos Sacerdotes.

Exorcismo
  • Dano causado em falha:
[Nível Base + INT + Nível da Habilidade × 10]
  • Dano causado em falha:
[Nível Base + INT + Nível da Habilidade × 10] × 2.5

O dano foi aumentado em 2.5x para manter a habilidade mais útil que Luz Sagrada, dado as mudanças naquela magia.

Gloria
  • Dura 5 + (5 × Nível de Habilidade) segundos. (30s no nível máximo)
  • Dura 10 + (10 × Nível de Habilidade) segundos. (60s no nível máximo)
Duração de Gloria dobrada.
Magnus Exorcismus
  • Grande área de efeito que causa dano em inimigos de elemento Morto-Vivo e da raça Demônio.
  • Grande área de efeito que causa dano total em inimigos de elemento Morto-Vivo e da raça Demônio.
  • Inimigos de outros elementos/raças recebem 50% a menos de dano.
Agora também causa dano em todos os outros tipos de inimigos (exceto Sagrado), porém com 50% de redução.

Essa mudança permite que Sacerdotes de ME farmem em uma variedade muito maior de mapas, como Glast Heim Chivalry.

Impositio Manus
  • Duração: 60 segundos
  • Duração: 120 segundos
Veneno Lento REMOVIDA Esta habilidade foi removida e substituída por Renovar.
Arquivo:Renew.png Renovar NOVA HABILIDADE
  • Esta habilidade mantém toda a função de Veneno Lento (impede a redução de HP causada por veneno sem curar o status).
  • Renovar cura o alvo em [(25 + 1.5% do HP Máximo do Alvo) × Nível da Habilidade] a cada 3 segundos.
  • O efeito dura 30 segundos (ou seja, o alvo é curado 10 vezes).
  • Nível máximo da habilidade: 4.
  • A habilidade é de conjuração instantânea.
  • Tem um alto custo de SP: [40 + (15 × Nível da Habilidade)].
  • Não pode ser usada em monstros, portanto não pode ser usada ofensivamente contra mortos-vivos.
  • Pode ser usada em jogadores com Carta Druida Maligno, curando-os em vez de causar dano.
Golpe Sagrado NOVA Habilidade de Platina
  • Criada especificamente para melhorar a viabilidade do Sacerdote de Batalha e dar vantagem em combate.
  • É uma habilidade passiva corpo a corpo que permite causar dano sagrado baseado em sua Força e Nível ao inimigo atacado.
  • Mais informações podem ser encontradas em Golpe Sagrado.

Monge

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Habilidade Valor Original Valor Alterado Comentário
Esquiva
  • Aumenta FLEE em 1.5 por nível, arredondado para baixo. (+15 no nível máximo)
  • Aumenta FLEE em 2 por nível. (+20 no nível máximo)
Para uma habilidade que consome até 10 pontos de habilidade, a recompensa deve ser útil.
Força Mental
  • Define a DEF dura da armadura do usuário em 90.
  • Define a MDEF dura da armadura do usuário em 90.
  • Define a DEF dura da armadura do usuário para [DEF dura × 2] com limite em 90.
  • Define a MDEF dura da armadura do usuário para [MDEF dura × 4] com limite em 90.
Essa habilidade exigia quase nenhum equipamento para que o Monge se tornasse um tanque imbatível.

Com essas mudanças, agora será necessário ter equipamentos para atingir o mesmo nível de resistência. A justificativa é que um Monge sem equipamentos não deveria ser mais eficiente como tanque que um Cavaleiro totalmente equipado.

Punhos de Ferro
  • Aumenta o dano de socos e mãos nuas em +3 ATQ por nível. (+30 no nível máximo)
  • Agora fornece +5 ATQ por nível e reduz o delay de ataque de armas de punho e mãos nuas em 1% por nível. (+50 e +10% no nível máximo)
Assim como outras habilidades de maestria, Punhos de Ferro precisava de um aumento para equilibrar construções de maça e punho.
Soco Quádruplo
  • Valor de dano original:
[Nv 1]: 200% ATQ
[Nv 2]: 250% ATQ
[Nv 3]: 300% ATQ
[Nv 4]: 350% ATQ
[Nv 5]: 400% ATQ
  • Dano total por nível aumentado em 30%.
[Nv 1]: 240% ATQ (SP 9)
[Nv 2]: 320% ATQ (SP 10)
[Nv 3]: 400% ATQ (SP 11)
[Nv 4]: 480% ATQ (SP 12)
[Nv 5]: 560% ATQ (SP 13)
Aumenta a chance de ativar Ataque Triplo no alvo (nível da habilidade/2, arredondado para baixo).
Esse pequeno bônus foi adicionado para dar mais dinamismo à build de combos do Monge.
Soco Avançado
  • Valor de dano original:
[Nv 1]: 300% ATQ
[Nv 2]: 360% ATQ
[Nv 3]: 420% ATQ
[Nv 4]: 480% ATQ
[Nv 5]: 540% ATQ
  • Dano total por nível aumentado em 25% e agora também fornece um buff de +15% ATQ por 8 segundos após o uso.
[Nv 1]: 340% ATQ (SP 9)
[Nv 2]: 425% ATQ (SP 10)
[Nv 3]: 510% ATQ (SP 11)
[Nv 4]: 595% ATQ (SP 12)
[Nv 5]: 680% ATQ (SP 13)
Aumenta a chance de ativar Ataque Triplo no alvo (nível da habilidade*2/3, arredondado para baixo).
Esse bônus também foi adicionado para dar mais dinamismo à build de combos do Monge.

A justificativa é que, se o Monge realizar toda a sequência de combos, deve haver um pequeno bônus como recompensa. Esse aumento moderado de ataque por curto período é razoável. Também cria mais incentivo para utilizar **Punho Supremo de Asura** em sequência.

Passo Etéreo
  • Originalmente podia ser usado para escapar de Armadilhas de Laço.
  • Agora não é mais possível sair de Armadilhas de Laço com Passo Etéreo.
Essa mudança de balanceamento foi feita para equilibrar PvP e WoE.

Sair facilmente de laços infinitas vezes não era justo.

Invocar Esfera Espiritual
  • Apenas delay de ASPD funcionando
  • Adicionado 250ms de pós-conjuração
Absorver Esfera Espiritual
  • Chance de sucesso: 20%
  • Recupera SP = 2 × Nível do monstro
  • Chance de sucesso aumentada de 20% para 40%
  • Recuperação de SP reduzida de 2×Nível para 1×Nível
  • Concede 1 Esfera Espiritual em sucesso
Esse pequeno bônus torna a habilidade mais prática em PvE.
Arremessar Esfera Espiritual
  • Anteriormente nerfada
  • Dano normalizado em 350% ATQ por esfera
Pode ser ajustada no futuro caso se torne muito poderosa no meta atual.
Cadência Espiritual
  • Ativa a cada 10 segundos.
  • Ativa a cada 20 segundos se sobrecarregado.
  • Não funciona acima de 90% de peso.
  • Ativa a cada 5*

Arqueiro

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Habilidade Valor Original Valor Alterado Comentário
Chuva de Flechas
  • Não é possível mirar em inimigos, apenas no chão. O recuo é espalhado aleatoriamente.
  • Pode quebrar armadilhas.
  • Agora a habilidade pode ser usada diretamente em monstros e irá empurrá-los 1 célula ao invés de 2. Porém, o empurrão será sempre para longe do usuário, não da área de impacto.
  • Não pode mais mover ou quebrar armadilhas.
Jogadores pediram que essa habilidade fosse melhorada em precisão, tornando-a mirável e com recuo mais consistente. Para balancear, retiramos a capacidade de mover armadilhas. Além disso, o empurrão foi reduzido pela metade.
Aumentar Concentração
  • Duração: 40 + (20 × Nv. da habilidade). (240 seg. no nível máximo)
  • Custo de SP: 20 + (5 × Nv. da habilidade). (70 SP no nível máximo)
  • Duração: 100 + (20 × Nv. da habilidade). (300 seg. no nível máximo)
  • Custo de SP: 20 + (6 × Nv. da habilidade). (80 SP no nível máximo)
Jogadores pediram que a maioria dos buffs tivesse duração semelhante. Assim, a duração foi aumentada para até 5 minutos, com um custo marginalmente maior de SP.
Produção de Flechas
  • Requisito de nível de classe para aprender: 30
  • Requisito da quest: 13 troncos.
  • Requisito de nível de classe para aprender: 15
  • Requisito da quest: 5 troncos.
Como na maioria dos reworks de habilidades de platina, o requisito de itens foi reduzido, já que pode ser aprendida em um nível menor. Quest de Produção de Flechas

Hunter

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Skill Original Value Changed Value Comment
Blitz Beat
  • Auto-blitz damage is split evenly among mobs it hits.
  • Damage formula per hit:
[2 × Floor(INT/2) + 2 × Floor(DEX/10) + 6 × (Steel Crow level) + 80]
  • Damage is done in full to all hit mobs regardless of being autocast or hard cast (that is, splash damage no longer is split among targets).
  • The damage formula per hit is:
([LUK] + [INT/2] + 6 * Steel Crow Lvl + 20) * 2)
  • Auto-blitz proc chance has remained unchanged.
  • Auto-blitz amount of hits per Job level remained unchanged.
Falconer builds have seen less play given how strong Double Strafe builds are.

However, many players have requested improvements to Blitz Beat. In developing the skill changes, an emphasis on LUK was made as LUK not only increases proc chance, but under this new formula will also provide investment towards damage. This skill is now improved to a level that is competitive in play.

Blast Mine
  • Damage Formula:
[SkillLV × (100 + DEX) × (100 + INT) / 200]
  • Does small splash damage to targets.
  • The damage formula is now:
[SkillLV × (70 + DEX) × (70 + INT) / 65]
Trapper builds have also been outshined by Double Strafe builds.

By increasing the trap damage rate, players may be more incentivized to prioritize stats towards a trapper build, allowing a third core build to be competitive as a Hunter.

Land Mine
  • Damage Formula:
[SkillLV × (75 + DEX) × (100 + INT) / 100]
  • Does no splash damage but has high damage output with modified formula of:
[SkillLV × (80 + DEX) × (100 + INT) / 70]
Same comments as Blast Mine to justify the changes.
Freezing Trap
  • Damage Formula:
(25 + 25 × SkillLV)% of your normal ATK.
  • Flat increase of damage by 650.
  • New damage formula:
[(25 + 25 × SkillLV)% ATK + 650]
Same comments as Blast Mine to justify the changes.
Claymore Trap
  • Damage Formula:
[SkillLV × (150 + DEX) × (100 + INT) / 200]
  • This trap has a medium splash damage range.
  • New damage formula:
[SkillLV × (30 + DEX) × (100 + INT) / 100]
Same comments as Blast Mine to justify the changes.
Phantasmic Arrow
  • Quest requirement is 5 Harpy Feathers.
  • Quest requirement is removed.

The quest is difficult to complete since Harpy Feathers are very rare in this version if the game.

Bard/Dancer

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Skill Original Value Changed Value Comment
Musical Lesson
  • Increases ATK of instruments by +3 per skill level. (+30 at max level)
  • Increases ATK of instruments by +5 per skill level. (+50 at max level)
  • Reduces weapon delay of instruments by 1% per skill level. (+10% aspd at max level)
The increase in damage will make non-bow weapons a little more desirable.
Dancing Lesson
  • Increases ATK of whips by +3 per skill level. (+30 at max level)
  • Increases ATK of whips by +5 per skill level. (+50 at max level)
  • Increases CRIT Rate by 1% per skill level. (+10% at max level)
The increase in damage will make non-bow weapons a little more desirable.
Throw Arrow
  • Does [125 + (25 × SkillLV)]% ATK with a whip weapon. (250% at max level)
  • Does [175 + (25 × SkillLV)]% ATK with a whip weapon. (300% at max level). In addition, the skill gets an extra +100% ATK if used while performing.
  • Has a 0.3s fixed cooldown
Increase skill damage output to a 300% ATK maximum (400% while performing). While still not as strong as other archer skills, it does provide more damage while supporting a party.
Musical Strike
  • Does [125 + (25 × SkillLV)]% ATK with an instrument weapon. (250% at max level)
  • Does [175 + (25 × SkillLV)]% ATK with an instrument weapon. (300% at max level). In addition, the skill gets an extra +100% ATK if used while performing.
  • Has a 0.3s fixed cooldown
Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party.
Frost Joker
  • Inflicts the Freeze status with a success chance of [15 + (5 * SkillLv)]% to all enemies in range.
  • Inflicts the Freeze status with a success chance of [(25 + 9 * SkillLv) - (DistanceInCells * 5)]% to all enemies in range.
  • The skill's success rate now differs based on how close enemies are to the bard.
Being able to inflict a screen-wide status effect, safely, was seen as something of an oppressive force for build and gear diversity in WoE. The increased success rate for targets close to the bard allows the skill to still be useful in WoE.
Scream
  • Inflicts the Stun status with a success chance of [25 + (5 * SkillLv)]% to all enemies in range.
  • Inflicts the Stun status with a success chance of [(25 + 9 * SkillLv) - (DistanceInCells * 5)]% to all enemies in range.
  • The skill's success rate now differs based on how close enemies are to the dancer.
Increases build diversity in WoE by making lower-VIT builds more viable, while still retaining the usefulness of the skill.
Mr. Kim a Rich Man
  • Monsters that die within the area of effect grant [25 + (11 x SkillLV)]% additional EXP (maximum +80%)
  • Monsters that die within the area of effect grant [10 + (8 x SkillLV)]% additional EXP (maximum +50%)
Reduces the gap between Kim and non-Kim setups. Not as big as a nerf as it may seem when considering the EXP Rebalance mechanics

Magician

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Skill Original Value Changed Value Comment
SP Recovery
  • Ticks every 10 seconds.
  • Ticks every 5 seconds.
  • Timer counts while standing, but doesn't reset with movement.
Increased for the same reason as Payon Stories' overall standard (every 6 seconds standing, every 3 seconds sitting). Mages with standard INT (80+) don't need this skill, but allows them to diversify into other stats and is very good for Super Novices.
Energy Coat
  • Job Level Requirement to Learn: 35
  • Quest requirement is 3 Glass Bead.
  • Job Level Requirement to Learn: 15
  • Quest requirement is reduced to 1 Glass Bead.
As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.
Soul Strike
  • No MDEF Ignore
  • Soul Strike now ignores 50% of the MDEF of any target if you have learned level 10 of the skill. The MDEF ignore is applied to any level of Soul Strike, but you must learn level 10 to get it. Note: This MDEF ignore works on everything, including MVPs and Players.
Fire ball
  • Deals (70+10*SkillLevel)% MAtk damage (Level 10: 170% Damage)
  • Deals (40+30*SkillLevel)% MAtk damage (Level 10: 340% Damage)
Frost Diver
  • Empowered Frost Diver doesn't exist
  • With Deluge Buff: Frost Diver will become empowered. An empowered Frost Diver has an additional 25% chance of freezing the target and also applies the “Chilled” status effect to non-boss monsters and players at a 100% chance. The Chilled status effect reduces the monster’s movement speed by 40% for 10 seconds
Napalm Beat
  • AoE Range: 3x3
  • AoE Range: 6x6
This change makes it ideal for breaking the freeze status of monsters under a Storm Gust, or for quickly tapping a group of monsters.

Wizard

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Skill Original Value Changed Value Comment
Sense
  • Gives you information about a monster.
  • Now also provides a passive 2% reduction in physical attacks of fire, water, wind and earth property.
This skill was absolutely useless. Added some reason to get it.
Earth Spike
  • Hits the targeted enemy with 1 Earth Element Spike per SkillLV for 100%*MATK damage each
  • Hits the targeted enemy with 1 Earth Element Spike per SkillLV for 140%*MATK damage each
Heaven's Drive
  • Hits the targeted enemy with 100%*MATK damage
  • Hits the targeted enemy with 140%*MATK damage

Sage

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Skill Original Value Changed Value Comment
Sense
  • Gives you information about a monster.
  • Now also provides a passive 2% reduction in attacks of fire, water, wind and earth property.
This skill was absolutely useless. Added some reason to get it.
Advanced Book
  • Adds +3 atk and 0.5% aspd per skill level while a book is equipped. (+30 atk and + 5% aspd at max level)
  • Max Skill Level: 10
  • Now adds 5+(5*SkillLevel) ATK, 2+(1*SkillLevel)% ASPD and 1% MATK per skill level while a book is equipped. (+30 atk and 7% aspd at max level)
  • Max Skill Level: 5
2% ASPD buff should make books almost on par with rods. All book weapons will have at least +15% MATK built into them.

By now you have likely noticed that there is a theme of making Sage skills take less skill points to master, and also reducing or removing pre-req skills. I felt that Advanced Book being the gate-keeper of access to all other Sage skills was too oppressive to builds that aren’t Hindsight. This should allow an Int/Dex Sage to use more skill points on Mage skills instead.

Dispel
  • Spell breaker Level 3 as pre-requisite.
  • Requires Yellow Gemstone.
  • Dispel success chance reduced on MvP
  • Spell breaker Level 1 as pre-requisite.
  • Dispel no longer consumes a Yellow gemstone.
  • The success chance is not reduced by MVPs.
The change makes it more accessible in more builds.
Auto Spell
  • It can be dispelled and has cast time, cooldown and SP cost.
  • Shows the skill selection window when used.
  • The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost.
Level 1: up to LV 3 Napalm Beat/7% overall auto spell chance
Level 2: up to LV 1 Elemental Bolt/9% overall auto spell chance
Level 3: up to LV 2 Elemental Bolt/11% overall auto spell chance
Level 4: up to LV 3 Elemental Bolt/13% overall auto spell chance
Level 5: up to LV 1 Soul Strike/15% overall auto spell chance
Level 6: up to LV 2 Soul Strike/17% overall auto spell chance
Level 7: up to LV 3 Soul Strike/20% overall auto spell chance
Level 8: up to LV 1 Fire Ball/22% overall auto spell chance
Level 9: up to LV 2 Fire Ball/23% cast chance
Level 10: up to LV 1 Frost Diver/25% cast chance
  • It cannot be dispelled, has no cast time, no cooldown, no SP cost
  • Hind Sight no longer has a skill window when used. Instead, you can choose the level of the skill and put it on your skill bar. For example, you could choose to cast level 5 or level 6. When you use Hindsight of a certain skill level, a number will appear above you to indicate the level used.
  • Double Bolt has a reduced effect when a player has hindsight turned on. The double cast will only do half of the bolts it usually does, rounded up.
  • The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost.
Arquivo:Sage Autospell changes.webp
There is a huge difference between soul linked skills and regular ones.

The cast chance was increased, but the skill improvement comes from higher levels of skill being casted, as well as the addition of earth spike, an element previously ignored.

Hocus-pocus
  • Casts a random skill. Learnable up to level 10.
  • Max skill level is 5. Skills remaped to lower levels.
Reworking of Hocus-pocus skills will happen in the near future, and should make this skill see usage other than purely an MVP generator
Dragonology
  • Increases DEF and MATK against dragons. Up to +3 INT at max level.
  • Increases DEF and MATK against dragons. Up to +3 INT at max level.
  • Now also increases experience gained from dragons by up to 10%.
  • This skill no longer has a pre-requirement skill.
A small boost when the sage kills a dragon
Elemental Change
Double Bolt
Free Cast
Flame Launcher, Frost Weapon, Lightning Loader, Seismic Weapon
Volcano
Deluge
Whirlwind
Magic Rod
Spell Breaker
Cast Cancel
Gemstone Extraction NEW Platinum Skill A new platinum skill that will give sages a small chance to drop gemstones and elemental stones when killing enemies.

This skill was proposed as a way for sages to get materials for their spells. To obtain this skill, Sages must complete Gemstone Extraction Quest.

Berserk Potion
  • Sage can now use Berserk Potions.
Boost for niche AA Sage builds.

Thief

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Skill Original Value Changed Value Comment
Double Attack
  • Adds chance to do a double attack at 5% x SkillLV. (50% at max level)
  • Adds +1 hit per skill level which only applies to double attack procs. (+10 at max level)
  • Increases off-hand damage of katar by 1 + (2 x SkillLV). (+21% at max level)
  • Now adds chance to do double attack at 7% x SkillLV. (70% at max level)
  • Adds +1 hit per skill level which only applies to double attack procs. (+10 at max level)
  • Increases off-hand damage of katar by 1 + (2 x SkillLV). (+21% at max level)
Increases damage through higher double attack chance, making the thief class a little more competitive with classes such as archers when fighting.

Note: Sidewinder Card also benefits from this change. It now adds 7% Double Attack to the weapon that is compounded in. If the user already knows Double Attack it will use that skill level chance.

Envenom
  • Damage Formula:
+[15 × SkillLV]ATK (+150 attack at max level)
  • SP Cost: 12
  • Damage Formula:
[100 + 15 × SkillLV]% (250% at max level)
  • SP Cost: 8
  • Uses Weapon element instead of "Poison Element"
This is coupled with the change of poison versus monsters and makes the skill useful at lower levels.
Detoxify Gives versatility to the skill and provides an extra way to confront an ailment that doesn't has many ways to deal against.

Assassin

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Skill Original Value Changed Value Comment
Cloaking
  • Can now be used from "Hiding" state
  • When using Cloaking level 3 or higher, first Auto-Attack used when breaking cloak will deal double damage.
  • Sonic Blow will deal 10% increased damage when used from Cloak level 3 or Higher
Previously, Hide could be used from Cloaking, but not vice-versa.

Cloaking can now be used from hiding in order to return to a mobile state without breaking hiding.

Katar Mastery
  • Grants +3 ATK per skill level. (+30 at max level)
  • Grants +4 ATK and +0.5% CRIT per level with Katars (+40 and +5% crit at max level; before the doubling effect of Katars, so think of this as a maximum of 10% increased crit rate with Katars).
  • Grants +50% critical damage with katars at max skill level.
  • Grants +4% off-hand damage per level up to 40% at level 10. (This effect stacks with the 20% given from Double Attack.)
Boost to attack, crit chance and crit damage as Katar sins fall short of many other DPS builds.

The offhand damage of Katar builds was only 21% only if the player decided to max Double Attack for the katar bonus. This increases the off-hand damage to further reflect the damage expected of a two-handed weapon.

Grimtooth
  • Chance to hit as Critical damage. (Katar Mastery Critical Damage bonus does not add to this skill's damage.)
Sonic Blow
  • Skill Damage ratio -
  • Lv 1: 440% ATK
  • Lv 2: 480% ATK
  • Lv 3: 520% ATK
  • Lv 4: 560% ATK
  • Lv 5: 600% ATK
  • Lv 6: 640% ATK
  • Lv 7: 680% ATK
  • Lv 8: 720% ATK
  • Lv 9: 760% ATK
  • Lv 10: 800% ATK
  • Fixed cast delay of 2 seconds.
  • Skill Damage ratio increased -
  • Lv 1: 540% ATK
  • Lv 2: 580% ATK
  • Lv 3: 620% ATK
  • Lv 4: 660% ATK
  • Lv 5: 700% ATK
  • Lv 6: 740% ATK
  • Lv 7: 780% ATK
  • Lv 8: 820% ATK
  • Lv 9: 860% ATK
  • Lv 10: 900% ATK
  • If used from a Cloaking state damage is increased by 10%.
  • Cast delay is reduced by Dex/Agi.
  • Chance to hit as Critical damage. (Katar Mastery Critical Damage bonus does not add to this skill's damage.)
Right-Hand Mastery
1: ATK 60%
2: ATK 70%
3: ATK 80%
4: ATK 90%
5: ATK 100%
1: ATK 80%
2: ATK 90%
3: ATK 100%
4: ATK 110%
5: ATK 120%
Dagger sins are incredibly weak (one of if not the weakest melee builds). In addition to the higher double attack chance, improvements to enchant poison, the increase to attack power when double wielding should greatly improve viability of this build.
Left-Hand Mastery
1: ATK 40%
2: ATK 50%
3: ATK 60%
4: ATK 70%
5: ATK 80%
1: ATK 60%
2: ATK 70%
3: ATK 80%
4: ATK 90%
5: ATK 100%
Same as above.
Enchant Poison
  • Duration and poison chance:
1: 30 Sec 3% Chance
2: 45 Sec 3.5% Chance
3: 60 Sec 4% Chance
4: 75 Sec 4.5% Chance
5: 90 Sec 5% Chance
6: 105 Sec 5.5% Chance
7: 120 Sec 6% Chance
8: 135 Sec 6.5% Chance
9: 150 Sec 7% Chance
10: 165 Sec 7.5% Chance
  • New duration and poison chance:
1: 60 Sec 2% Chance
2: 120 Sec 4% Chance
3: 180 Sec 6% Chance
4: 240 Sec 8% Chance
5: 300 Sec 10% Chance
  • Passive: Increases damage done to Poison element monsters by 2% per level.
Increased the chance slightly to provide a little more viability with keeping a weapon enchanted.

Increased the duration greatly to bring this more in-line with an endow-type skill.

Venom Splasher
  • Requires 1 Red Gemstone
  • Enemy HP must be less than 3/4.
Lvl 1-10: 5-9.5 Sec Explosion Timer
Lvl 1-10: 8-12.5 Sec After cast delay
  • Gemstone Requirement Removed
  • HP Requirement Removed
  • Added 3 Cell Cast Range
Lvl 1-10: 2 Sec Explosion Timer
Lvl 1-10: 6 Sec After Cast Delay
  • Damage modifier cards do affect the damage outcome
This allows it to be more consistent with other "finisher" skills, together with increased ease of use.
Venom Dust
  • Requires 1 Red Gemstone
  • 2x2 Area
  • Requires No Catalyst
  • 5x5 Area
  • Added 10 second Mailbreaker effect that persists outside of the area, that increases all damage taken by 10%.
No catalyst and added Mailbreaker effect will make the skill see much more widespread use.

Rogue

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Skill Original Value Changed Value Comment
Strip Weapon
  • Reduces attack of monster by 25% for skill duration.
  • Reduces attack of monster by 40% for skill duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Strip Shield
  • Reduces hard defense of monsters by 15% for the skill's duration.
  • Reduces hard defense of monsters by 50% for the skill's duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Strip Armor
  • Reduces VIT of monsters by 40% for skill's duration.
  • Reduces VIT of monsters by 80% for the skill's duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Strip Helm
  • Reduces INT by 40% on monsters for skill's duration.
  • Reduces INT of monsters by 80% for the skill's duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Sword Mastery
  • ATK +4 per level. (+40 at max level)
  • ATK +4 per level. (+40 at max level)
  • On rogues, sword mastery provides +7% chance to use double attack with swords per level.
Allows for a new meta without reliance on the Sidewinder card by allowing swords to have double attack ability.
Back Stab
  • Needs to be used directly at enemy's back at 1 cell range for it to work.
  • Cast Delay is based on ASPD.
  • Now allows the player to cast it from 3 cells away to an enemy from any angle, "jumping" behind them and doing a strong attack.
  • Cast delay is now [3.4 - 0.1 × SkillLV ] seconds.
  • All other effect remains the same.
Redesigned to be an easier to use gap closing skill.

Platinum skill, Ambushing, adds a toggle to revert back to the original function of this skill at the user's choice.

Raid
  • Damage Formula:
[100 + 40 × SkillLV]%. (300% at max level)
  • Damage Formula:
[100 + 80 × SkillLV]%. (500% at max level)
--
Gank
  • Gank does not work with ranged weapons (bow)
  • Gank now works with bow (4 cells away) at 50% of regular proc rate
  • Great Snake Card (custom) is available to unlock Gank at all range
Change brings bow rogues on par with their melee counterparts and offers more build versatility.
Arrow Crafting
  • Skill available to Archer classes only
  • Skill is now learnable by Rogues via the same questline
Preserve NEW SKILL
  • Allows Rogues to not lose the skill learned via Intimidate even when hit by a different skill for duration of the skill.
  • Plagiarism Lv. 10 required to obtain this skill.

Note: It is part of the rogue's skill tree as such you will be required to invest one point of your skill points in it if you are planning to take it.

Merchant

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Skill Original Value Changed Value Comment
Discount
  • Reduces NPC sell prices by [5 + 2 × SkillLV]%.
  • Reduces NPC sell prices by [5 + 2 × SkillLV]%
  • Now also reduces the cost of Mammonite by 5% per Discount skill level, up to 50%.
Using one skill to buff another (and one skill that is almost always taken by merchants) will help merchants improve the gameplay experience.
Cart Revolution
  • 150% ATK in AOE plus up to 100% extra damage depending on weight of the cart.
  • Job Level Requirement to Learn: 35
  • Quest requirement is 20 Iron.
  • Weight requirement of cart has been removed. This skill now does 250% damage at all times.
  • Job Level Requirement to Learn: 15
  • Quest requirement changed to Iron Ore and reduced to 15.
  • Element of the attack will now always match the weapon equipped instead of being pseudo-neutral
The requirement to fill up your cart with useless junk to reach a weight limit to maximize this effect, while good in flavor, is poorly executed.

Therefore, the requirement of weight has been removed.

Crazy Uproar
  • Quest requirement is 7 pearl.
  • Quest requirement is reduced to 1 pearl.
This skill is grossly overprice for its effect and intended job level (15) at which it can be learned, therefore the cost was reduced.
Mammonite
  • With "Zeny Pincher" custom platinum skill, when active, Mammonite does 40% damage, cost +2 SP, no zeny cost
  • "Zeny Pincher" is toggleable

Blacksmith

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Skill Original Value Changed Value Comment
Adrenaline Rush
  • Decreases attack delay with maces and axes by 30% for caster and 20% for party members for 30 seconds per skill level. (150 secs at max level)
  • Decreases attack delay with maces and axes by 30% for caster and 20% for party members for 70 seconds + 40 seconds per skill level. (270 secs at max level))
Constantly buffing skills that provide constant passive buffs is not reasonable skill design.
Weapon Perfection
  • Weapon size modifiers no longer grant a penalty (all weapon types do 100% damage to all sizes) for 10 seconds per level. (50 secs at max level)
  • Weapon size modifiers no longer grant a penalty (all weapon types do 100% damage to all sizes) for 70 seconds + 40 seconds per skill level. (270 secs at max level)
Constantly buffing skills that provide constant passive buffs is not reasonable skill design.
Over Thrust
  • ATK +5% per skill level.
  • 0.1% chance to break own weapon per attack.
  • Duration is 20 seconds per skill level. (100 secs at max level)
  • ATK +5% per skill level.
  • Chance to break own weapon removed.
  • Duration is 70 seconds + 40 seconds per skill level. (270 secs at max level)
Brings buff duration in line with Weapon Perfection.

Penalizing a skill does not make sense.

Skin Tempering
  • DEF+(1 * SkillLv), FireDEF+(4 * SkillLv)%
  • Neutral resistance (4 * SkillLv)%
  • Fire resistance (6 * SkillLv)%
Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element.
Hammerfall
  • Hammerfall now applies the mailbreak effect to enemies (10% increase in damage received)
Maximize Power Disables SP Regeneration No longer disables SP Regenration Blacksmiths were a bit underwhelming in PVM partially due to the limiting condition to keep this skill online; it has been removed to give them a bit of a boost.

Alchemist

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Skill Original Value Changed Value Comment
Axe Mastery
  • Adds +3 ATK per skill level. (+30 at max level)
  • Adds +5 ATK per skill level and reduces attack delay by 8% at max level. (+50 atk and +8% aspd at max level)
A material improvement to viability of melee builds was needed. Additional attack and ASPD assist in all specs.
Summon Flora
  • Cast Time 2 Seconds
  • Cost 1 Plant Bottle for every plant.
  • Lower levels spawn multiple plants at once.
  • Plant duration decreases as level increases.
This skill has been redesigned from the ground up. Cast Time is reduced to 1 second, and every cast spawns a single plant, but only one type of plant may be spawned at a time. A number of plants may be spawned that do not cost Plant Bottles at each skill level:
  • Lv 1: 5 Mandragoras
  • Lv 2: 4 Hydras
  • Lv 3: 3 Floras
  • Lv 4: 2 Parasites
  • Lv 5: 1 Geographer

If the Alchemist is holding any Plant Bottles, they may spawn +1 of any plant at the cost of one bottle. Furthermore, Plant Bottles are now a usable item that can only be used by Alchemists and will spawn a Geographer that is separate from the Summon Flora skill. These bottles have a 60 second cooldown for the user, the same as the lifespan of all of these plants.

This skill was rarely used due to the cost of plant bottles. Now a limited number of plants are freely available at all times, with the capability of expanding the monstrous garden. This essentially grants Alchemists extra autoattacks and/or a Heal every 6 seconds for free. The Alchemist's stats affect plants, primarily STR adding damage and DEX adding hit, making STR a core stat for most Alchemists. The new platinum skill Herbicide helps Alchemists stay mobile and avoid wasting plant bottles on unnecessary plants.

Plant Bottles can be used from inventory without the skill, so an Alchemist can skip it and brew bottles to still have a Geo, or even buy them from other Alchemists. It is possible to have 3 Geographers active at once, or 3 Parasites and 1 Geo. More info at Alchemist Plants Guide.

Summon Sphere Mine
  • Damage formula: 2000 + 400 * SkillLV
  • Costs 1 Marine Sphere Bottle
  • Damage formula: 1000 + 200 * SkillLv + 25 * Total VIT
  • Marine Sphere Bottle cost removed.
  • Cooldown after cast increased to 0.5 seconds.
  • A new platinum skill immediately detonates all of your summoned Marine Spheres after a short cast time.
The reagents are tedious to farm, so the skill was rarely worth using. Now this skill provides an alchemist reliable AoE damage, and if they wish to brew 30 bottles for the remote detonation skill, the sphere mines become much easier to use.

Without needing reagents, it demands a cooldown or will become spammable and imbalanced.

Acid Terror
  • Damage formula: (100+40*SkillLv)% ATK
  • Costs 10 SP
  • Cast Time 1s
  • Consumes 1 Acid Bottle.
  • Damage formula: (100+80*SkillLv)% ATK
  • Costs 8 SP
  • Cast Time 0.5s
  • Can be used without Acid Bottle, but if there is at least one in your inventory an Acid Bottle will be consumed.
  • The Break Armor effect will only have a chance to trigger if an Acid Bottle is consumed.
Useful as a PVM tool to pick off targets, or aggro them to lure them into range of other skills. Allows PVP builds to spec harder into STR for more damage.
Demonstration
  • Stay duration (Min-Max Lv): 40 / 45 / 50 / 55 / 60 sec
  • Bottle Grenade recipe: 1 Empty Bottle + 1 Fabric + 1 Alcohol
  • Duration of the AOE is halved
  • Interval between damage ticks is halved
  • New Bottle Grenade recipe: 1 Empty Bottle + 1 Fabric + 1 Burning Heart
More useful as a PVM tool, and more threatening in PVP situations. Allows PVP builds to spec harder into STR for more damage.
Aid Potion (Potion Pitcher)
Enables throwing potions with increased healing efficacy. Each skill level (and type of potion) provides an additional effect on the target:
  • Red Potion: casts Cure
  • Orange Potion: grants Endure for 10s
  • Yellow Potion: casts Status Recovery
  • White Potion: casts Lv. 2 Renew
  • Blue Potion: grants Magnificat for 60s (on the target only, not the whole party)
Additional effects justify the cost of using a consumable, especially when playing solo.
Resource Roundup NEW Platinum Skill Provides a low chance to get most items used in brewing potions from any mob killed by the alchemist.

This is a platinum skill that any Alchemist can learn via quest. Since Homunculus aren't out for a while, this is a good addition to the class to give them a source of materials for their potions. To obtain this skill, Alchemists must complete the Resource Roundup Quest.

Herbicide NEW Platinum Skill Kills off a plant or Marine Sphere so that the Alchemist can move or replant it. For Marine Spheres removed this way, they will not explode.

If cast on self (hold shift or use /noshift), it will destroy all currently summoned Plants (but not Marine Spheres).

Remote Detonator NEW Platinum Skill Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. Aftercast delay of this skill has been recently changed to 3s with a fixed minimum cooldown of 0.5s.

Super Novice

Skill Original Value Changed Value Comment
HP Changes
  • HP gain per level is based on official formula
  • Will now receive bonus HP at every 10 level increment starting at level 40. They are additive and will be provided as follows.
Level 40: +100 HP
Level 50: +150 HP (+250 HP total)
Level 60: +200 HP (+450 HP total)
Level 70: +250 HP (+700 HP total)
Level 80: +300 HP (+1000 HP total)
Level 90: +400 HP (+1400 HP total)
Level 99: +1000 HP (+2400 HP total)
--
SP Changes
  • SP gain per level is based on official formula
  • Will now get a bonus 10 SP every 10 base levels starting at level 20 and will get a special +30 SP bonus at level 99.
--
Soul Harvest NEW Platinum Skill See Soul Harvest

Ninja

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Skill Original Value Changed Value Comment
Blaze Shield
  • Each cell of Blaze Shield strikes one foe at a time (no AoE effect).
  • Requires 1 flame stone catalyst per use.
  • If more than one enemy is in Blaze Shield, they are hit by a small AoE effect of the same potency but consuming 3x as many hits per cell.
  • No longer requires a flame stone as a catalyst.
Cicada Skin Shed
  • 50 second duration at max skill level.
  • 90 second duration at max skill level.
Throwing Mastery
  • (Formerly called Dagger Throwing Practice) Increases Throw Shuriken Damage
  • Now called "Throwing Mastery", increases hit by 20 at max skill level in addition to the bonus damage.
Exploding Dragon
First Wind
Flaming Petals
  • Has a 1 second aftercast delay
  • Aftercast delay was removed.
Flip Tatami
  • Has a 3 second duration
  • Has a 2.5 + 0.5*SkillLvl second duration
Freezing Spear
  • 70% MATK per hit
  • 85% MATK per hit
Haze Slasher
  • Enter Hiding state after use
  • Single target, 200% damage at max skill level.
  • No longer enters Hiding state but instead receives a 40% damage bonus and SP cost reduction if used while hiding.
  • Now a 5x5 AoE that does 5 hits.
  • Aftercast delay reduced by AGI and DEX.
Killing Stroke
  • Reduces user's HP to 1 after use
  • If Mirror Image is active, reduces HP to (5*AttacksLeft)% instead of 1 after use.
  • If Mirror Image is active, damage is increased by 10%-30% based on the number of images remaining.
Lightning Jolt
  • Requires 1 wind stone catalyst per use.
  • No longer requires a catalyst to use.
Mirror Image
  • If Cicada Skin Shed is active at the same time, both skills activate upon being hit.
Ninja Aura
  • 90 second duration at max skill lvl.
  • +5 STR/INT at max skill lvl.
  • 150 second duration at max skill lvl.
  • +10 STR/INT at max skill lvl.
Shadow Jump
  • (Previously named Shadow Leap) requires being in Hiding status to use.
  • 10 cell max distance at max skill lvl.
  • Now named Shadow Jump, after using the skill the caster enters the Hiding status.
  • 15 cell max distance at max skill lvl.
Arquivo:Shadow Slash.png Shadow Slash
  • Requires Hiding status to use.
  • Can critically hit
  • Deals 500% damage at max skill lvl.
  • No longer requires Hiding to use, but instead gets a damage bonus if already Hiding
  • Does reduced damage if not hiding, based on how far away the target is from the caster.
  • Can no longer innately crit unless the platinum skill Shadow's Within is active.
Arquivo:Snow Flake Draft.png Snow Flake Draft
  • Now requires Ninja Mastery Lv 7 as a prerequisite.
  • Has a 100% chance to freeze targets if they are standing in a water tile (including those summoned by Watery Evasion).
Throw Zeny
  • (Previously called Throw Coins) has 10 skill levels.
  • Has a 5 second aftercast delay.
  • Dealt half damage against boss monsters.
  • Now called "Throw Zeny" deals the same damage/same zeny cost but with only 5 skill levels.
  • Has a 2 second aftercast delay.
  • No longer has its damage reduced against boss monsters.
Throw Huuma Shuriken
  • Deals 900% damage at max skill lvl.
  • Deals full damage to target and nearby enemies.
  • Deals 950% damage at max skill lvl.
  • Deals full damage to target, and split damage to nearby enemies via the formula: Damage / (1 + (#OfTargets - 1) / 2).
  • Aftercast delay reduced by AGI and DEX: 2350-(8*agi+4*dex) ms
Throw Kunai
  • Benefits from +ATK only, not +%ATK effects.
  • Fixed Aftercast delay
  • Aftercast delay reduced by AGI and DEX.
  • Now benefits from +%ATK and weapon status cards.
Throw Shuriken
  • Provides a +40 ATK bonus at max skill lvl.
  • Provides a +50 ATK bonus at max skill lvl.
  • Can now auto attack, Auto attack is stopped on following conditions: Item Usage, Skill Usage, all shuriken consumed.
  • Now benefits from +%ATK and weapon status cards.
Watery Evasion
  • Has a 3 second aftercast delay.
  • 10 skill lvls.
  • Aftercast delay removed.
  • Reduced to 5 skill lvls.
Wind Blade
  • Has a 1 second aftercast delay.
  • Dealt 6 hits at max skill lvl.
  • Aftercast delay removed.
  • Deals 8 hits at max skill lvl.
  • Range increased by 1 cell.
Shadow's Within NEW Platinum Skill See Shadow's Within Quest

Gunslinger

- refer to discord patch log or Gunslinger pageFAZ O ÇL