Lineage 2 Throne 1: The Kamael, Patch Notes
01 New race
A new race has been added: Kamael. Kamael characters start the game on Isle of Souls, located west of Dark Elven Village.. A tutorial for Kamael. has been added to the game.
Stats
- Kamael are a new dark race. Because of their dark nature, healing magic is less effective on Kamael..
- Kamael need souls to use most of their attack skills. They absorb souls automatically while hunting monsters, and each time they also get a certain amount of experience. Kamael can also sacrifice part of their HP or use a skill to charge souls.
- Collected souls are shown in Buff/De-buff Status Bar and last 10 minutes from the moment the last soul was absorbed.
- Kamael cannot take classes of any other race as a subclass, and other races cannot take Kamael. classes.
- When a Kamael reaches level 75 on the first and second subclasses, a hidden third subclass becomes available only to Kamael..
- Information about Kamael subclasses is available from Kamael Grandmaster NPC in Giran, Aden and Rune.
Classes
- Male Kamael
- Male Kamael Solder -> Trooper (1st) -> Berserker (2nd) -> Doombringer (3rd)
- Male Kamael Solder -> Trooper (1st) -> Soul Breaker (2nd) -> Soul Hound (3rd)
- Female Kamael
- Female Kamael Solder -> Warder (1st) -> Soul Breaker (2nd) -> Soul Hound (3rd)
- Female Kamael Solder -> Warder (1st) -> Arbalester (2nd) -> Trickster (3rd)
Kamael special weapons
- Kamael can turn existing weapons into special Kamael weapons using a unique skill.
- Special Kamael weapons can be made from D-grade and higher weapons; such weapons can be sold or dropped.
- Not every weapon can be converted; only the following weapon types can be turned into special Kamael weapons:
- Two-handed Sword <--> Ancient Sword
- One-handed Sword <--> Rapier
- Bow <--> Crossbow (Bow-gun)
- The Kamael skill, which converts weapons, becomes available after the first class transfer. It works only on the weapon the character currently has equipped.
- After conversion the weapon keeps all its enchant bonuses; crystals and elemental attributes stay the same. Augmented weapons cannot be converted.
- Converted weapons can be improved: enchanted, inserted with SA, augmented or given elemental attributes.
- A special Kamael weapon can be converted back to its original form if it has not been augmented. Enchant level, SA and attributes are kept.
02 Character changes
Character stats
- The following combat stats have been greatly increased for players of level 70 and higher:
- Accuracy and Evasion
- Critical Rate
- Magic Resistance
- These stats are increased even more for players of level 78 and higher.
- CP changes for Dagger classes
- CP of Dagger classes has been increased. These changes affect the following classes: Rogue, Elven Scout, Assassin, Treasure Hunter, Plainswalker and Abyss Walker.
Experience penalty
- If a player of level 78 or higher hunts a monster more than 4 levels below their level, an experience penalty applies. For players of level 77 or lower, the existing experience penalty is unchanged.
Party experience distribution
- A party level range limit has been introduced. Party members' levels must be within 20 levels of each other. If the gap between the highest and lowest level in the party exceeds 20, the lowest-level character(s) get no experience.
Support for new players
- Previously, characters up to 24 could get support buffs. Now players can get them up to level 39. Players can get support buffs from Newbie Guide NPC..
03 Transformation
- Special transformations have been added. They change a character's appearance and combat stats.
Transformation types
Both combat and non-combat transformations are available.
- Combat transformation is divided into 2 types:
- general transformation
- class-dependent transformation.
Transformation procedure
- A player can transform with special transformation skills or by attaching a talisman to a bracelet. Special transformation scrolls are available through the new auction system; a special type of transformation, the armor for which can be obtained on Hellbound..
- If a player gets one of the cursed swords (Demonic Sword Zariche and Blood Sword Akamanah), the transformation happens automatically.
Canceling a transformation
- A transformation can be cancelled with the "Cancel Transformation" skill.
- Transformation is cancelled on death.
- If a transformation was made possible by an item, it is cancelled when that item is unequipped.
- Transformation is cancelled after a certain period of time.
- Transformation is cancelled in water (except cursed sword transformations).
Learning Transformation
- After completing the quest "More Than Meets the Eye" (level 50+ required), a player can learn the first transformation from Wizard Avant-Garde on the second floor of Ivory Tower..
- Players need to learn First Transformation in order to get other transformation skills.
- Learning additional transformation skills requires A Transform Sealbook..
- Various volumes can be bought from Guild Adventurer or Black Marketeer of Mammon:
- Tome of Transformation – Onyx Beast: can be bought from Avant-Garde for Adena
- Tome of Transformation – Death Blader: can be bought from Black Marketeer of Mammon for Ancient Adena
- Tome of Transformation – Apostle Grail: can be bought from Guild Adventurer in Gludin Village
- Tome of Transformation – Unicorn: can be bought from Guild Adventurer in Oren Castle Village
- Tome of Transformation – Lilim Knight: can be bought from Guild Adventurer in Oren Castle Village
- Tome of Transformation – Golem Guardian: can be bought from Guild Adventurer in Schuttgart Castle Village
- Tome of Transformation – Inferno Drake: can be bought from Guild Adventurer in Schuttgart Castle Village
- Tome of Transformation – Dragon Bomber: can be bought from Guild Adventurer in Aden Castle Village
- Buying Transform Sealbook from Guild Adventurer requires Crystal of Life and Adena..
- Non-combat transformation is achieved by attaching a talisman to a bracelet.
- Talismans for non-combat transformations can be obtained in Rainbow Clan Hall or Wild Beast Reserve..
Transformation conditions
- To transform, a player must not have a summoned pet or Servitor..
- To transform, a player must not be riding Strider or Wyvern..
- To transform, a player must not have Mystic Immunity. active.
- To transform, a player must not be on a moving ship.
- A transformed player cannot use the ferry.
- If a player gets a cursed weapon while transformed, they turn into a cursed character.
Transformation state
- While transformed, a player can use only skills specific to the transformation.
- Buff and debuff effects are kept after a player transforms.
- When a player transforms, general skills available to transformed players become available.
- Transformed players cannot challenge other players to a duel or a party duel.
- When a player is transformed by a cursed sword, the sword's name replaces the character's name.
- The sword's name also replaces the character's name in the chat window, and a player holding a cursed sword cannot use the trade chat or shout. (The original name is shown in clan and alliance chat and in private messages (whispers).)
- Players cannot switch or add a subclass while transformed.
- Players cannot transform during the Olympiad.
04 Attribute system
- An attribute system has been added.
Elemental attribute types and relationships
- There are four types of element attributes and two types of holy-unholy attributes.
- Each attribute has the following relationships:
- Fire Attribute <--> Water Attribute
- Earth Attribute <--> Wind Attribute
- Darkness Attribute <--> Divinity Attribute
- The damage dealt depends on the difference between the attack attribute and the defense attribute.
Attribute enhancement
- Only weapons and armor of grade S and above can be given attributes.
- Each item can be given only one element attribute.
- Items that already have an attribute can be given a different one instead, but the new attribute replaces the previous one.
- To add a new attribute to an item that already has one, Attribute Master NPC in Aden or Rune must first cancel the previous attribute. *Once the attribute is canceled, a new one can be added.
- Different attributes can be added to each armor piece.
- The character's attack/defense values after attribution can be seen in the character window (Alt+T).
- To add an attribute to an item, you need Attribute Stone. It can be obtained in the new locations for high-level players (Isle of Prayer and Hellbound).
- An attribute inserted into a weapon increases the attack power of that attribute; on the other hand, an attribute in armor increases defense against the element opposite to the inserted stone. For example, inserting water stone into armor increases fire resist.
- When trying to add an attribute to an item, there's a chance of failure (about 50%), but it doesn't crystallize the weapon or cancel previous attributes.
- For weapons, the weapon's attribute type and a buff attribute can be combined. If the weapon's attribute type and the buff's match, the weapon gets an even bigger attack in its attribute. If the weapon's attribute type and the buff's differ, only the weapon's attribute works. For armor, all defensive attribute buffs (fire, wind, water defense) apply regardless of the armor's attribute
- At most 150 attribute can be inserted into a weapon and 240 or 300 attribute into an armor set (depending on the number of armor pieces: 240 for full-body armor, 300 where there's a top and bottom). 150 attribute in a weapon adds about +70% dmg in PvE and +40% in PvP.
- The first stone successfully inserted into a weapon adds 20 attribute. Each subsequent one adds 5. So to get 150 attribute you'll need 27 successful stones.
- Inserting a stone into armor adds 6 attribute. To get 60 attribute in armor you'll need 10 successful stones.
Attribute potion
- Attribute potions can be bought from Attribute NPC in Aden or Rune. There are 6 kinds of potions, matching the 6 attribute types.
- Each drink increases the defensive power of the corresponding element to 30 for 10 minutes.
05 New locations
Isle of Souls
- The Isle of Souls. has been added to the west of Dark Elven Village.
- The Isle of Souls is the starting location of Kamael and a hunting zone for players of level 20 and below.
- A character of any other race can travel to Isle of Souls using Newbie Travel Token.. Players can get Newbie Travel Token by completing the tutorial.
- There are three Citadels here (Strongholds). Players below level 20 can teleport to them for free with Gatekeeper NPC in Kamael Village..
- There are also two dungeons here (Nornil’s Garden and Nornil’s Cave). Nornil’s Garden can be entered by a group of two or more people, one of whom must be a Kamael with the quest "Into the Large Cavern".
Isle of Prayer
- The Isle of Prayer. has been added to the east of Innadril Territory and Alligator Island.
- Isle of Prayer is a hunting zone for characters of level 78+. It is home to various monsters with new attack skills and abilities and greatly increased AI, which will test even the most experienced player.
- There are two instanced zones here: "Dark Cloud Mansion" and "Crystal Caverns".
Dark Cloud Mansion
- A party of two or more characters can enter Dark Cloud Mansion. All party characters must be level 78+.
- Information about Chromatic Caverns is available in Dark Cloud Mansion..
Crystal Caverns
- A party of two or more characters can enter Crystal Caverns. All party characters must be level 78+.
- Crystal Caverns consists of three zones: Emerald Square, Steam Corridor and Coral Garden.. A party can enter only one of these three areas at a time.
Baylor
- To face Baylor, players must obtain three crystals from the raid bosses in Emerald Square, the Steam Corridor and the Coral Garden..
- On entering the lair of Baylor'a, one of the three crystals is used at random.
- "Seed of Evil – Shard" items can be obtained by hunting monsters in Isle of Prayer.. These items can be exchanged for S 80 armor parts and recipes at Blacksmith Ram inside Crystal Caverns..
Hellbound
- Hellbound, a hidden place of Beleth'a., has been added south of Wastelands, near Gludio Town.
- The island of Hellbound is home to the highest-level monsters in the game.
- A map of the island can be found on the island itself.
- Hellbound is blocked by the magic barrier Beleth'a..
- Only after completing the quest with Isle of Prayer can players learn how to get to Hellbound from Galate in Heine Village..
- Players must earn the trust of the people of Hellbound to get into Iron Castle, the lair of Beleth..
- Players can raise the trust level of the local natives by killing monsters or completing a quest.
- The trust level can rise or fall depending on the players' actions.
- The more trust players earn, the more opportunities become available.
Instanced Dungeons
- The Instanced Dungeons. system has been added. It lets several parties play in independent (instanced) dungeons for a set period of time.
Entrance
- Each dungeon can be reached through Entrance NPC. To enter a dungeon, certain requirements must be met, such as the level and number of party members, a special item and/or a quest.
- The request to enter the dungeon is made by the party leader.
- There are also limits on how many times a day you can visit dungeons.
- When players leave (or are moved out of) the cave, they can re-enter the dungeon if it still exists.
- If a player leaves the dungeon by teleporting to town after death or by using Scroll of Escape, they can return to the dungeon as long as it exists.
- If a player relogs after entering the dungeon, they appear outside. After rejoining their party, they can enter again as long as the dungeon exists.
- After entering the dungeon, the party leader cannot accept new members. Summoning skills cannot be used inside dungeons, but party members can be summoned from castle and fortress dungeons.
Exit
- A player is automatically ejected from dungeons in the following cases:
- Mission complete: players in independent dungeons are moved outside 5 minutes after the mission ends. (This applies to zones without a teleport cube.)
- Time limit reached: if the time allotted to a dungeon runs out, the party is moved outside.
- Server problems: if a technical failure such as a shutdown happens on the server, all players are moved out of independent dungeons. If the server crashes, all these dungeons disappear.
Instanced Dungeons reset
- The Instanced Dugeon reset happens after all party members who were inside leave the dungeon. Dungeon reset details:
- Nornil's Garden and Dark Cloud Mansion reset immediately.
- Castle and fortress dungeons, as well as Crystal Caverns, reset after 20 minutes.
- If the dungeon task is completed or the time allotted for the instance runs out, the remaining time is displayed.
Time limits
- Each dungeon has a set amount of time to complete it.
- Nornil's Garden - 70 minutes
- Dark Cloud Mansion - 30 minutes
- Crystal Caverns - 90 minutes
- Castle Underground Dungeon - 60 minutes
- Fortress Monster Prison - 60 minutes
Dungeon reuse time
- The same dungeon can be entered again only after some time.
- Nornil’s Garden – 2 hours
- Dark Cloud Mansion – instantly
- Crystal Cavern – 24 hours
- Castle Underground Dugeion – 4 hours
- Fortress Monster Prison – 4 hours
New command
- A new command /instancezone. has been added. It shows how much time is left before a dungeon can be used again.
Existing hunting grounds
- Monster levels in Temple of the Pagans, Monastery of Silence, Primeval Island and Forge of the Gods. have been changed.
06 NPC change
- Boss stats have been slightly increased:
- Antharas, Baium and Frintezza have increased M.Def., P.Def., HP, HP regeneration rate.
- Valakas has increased M.Def., P.Def., and HP.
- The levels of some raid bosses have been changed.
- The speed of monsters in novice zones has been reduced. The aggression radius of these monsters has also been reduced.
- A poison attack has been added to the skills of Queen Ant.
07 Items
Items for level 80+ (S-80)
- New S-Grade items (weapons/armor/accessories) have been added. These items can be used by players of level 80+.
S-80 Weapons
- Dynasty Rapier: Focus, Health, Light
- Dynasty Ancient Sword: Focus, Health, Light
- Dynasty Crossbow: Cheap Shot, Guidance, Focus
- Dynasty Sword: Focus, Health, Light
- Dynasty Blade: Focus, Health, Light
- Dynasty Phantom: Acumen, Mana Up, Conversion
- Dynasty Bow: Cheap Shot, Guidance, Focus
- Dynasty Knife: Focus, Evasion, Crt. Damage
- Dynasty Halberd: Anger, Critical Stun, Light
- Dynasty Cudgel: Anger, Health, Rsk. Focus
- Dynasty Mace: Mana Up, Conversion, Acumen
- Dynasty Bagh-Nakh: Rsk. Evasion, Rsk. Haste, Haste
- Dynasty Dual-Sword: when enchanted to +4, Max HP/Critical Rate increase
S-80 Armor
- Heavy armor (Dynasty Breast Plate, Dynasty Gaiter, Dynasty Helmet, Dynasty Gauntlet, Dynasty Boots, Dynasty Shield)
- Unsealed Base Armor Stats:
- Con-1, Str+1, P. Def +4.6%, MaxHP +418, Darkness Resistance +6 with a shield: increases the chance to defend against Poison and Bleed attacks
- Light Armor (Dynasty Leather Armor,Dynasty Leather Leggings, Dynasty Leather Helmet, Dynasty Leather Gloves, Dynasty Leather Boots)
- Unsealed Base Armor Stats:
- Con-1, Dex+1, Accuracy +1.72, Evasion +1.72, MaxHP +418, Darkness Resistance +6
- Robe armor (Dynasty Tunic, Dynasty Stockings, Dynasty Circlet, Dynasty Gloves, Dynasty Shoes)
- Unsealed Base Armor Stats:
- Int-1, Men+1, Casting Spd. +12%, MaxMP +257, Darkness Resistance +6
S-80 class armor
- Class armor gives additional bonuses once it is unsealed.
- Making S-80 class armor requires Dynastic Essence and the matching upper armor piece. Dynastic Essence can be obtained on the island of Hellbound..
- S-80 class armor can be crafted at Legendary Blacksmith Shadai on the island of Hellbound..
Class-Specific Set Bonus
Heavy armor:
- Dynasty Breast Plate - [Bard]: Sword Muse, Spectral Dancer
- Con-2, Str+2, P. Def +5.4%, MaxHP +492. Increase Darkness Resistance +8, decrease MP consumption for song, dance skill, increase P. Atk.
- Dynasty Breast Plate - [Force Master]: Duelist, Grand Khavatari
- Con-2, Str+2, P. Atk +5.4%, MaxHP +492. Increase Darkness Resistance +8, decrease active skill MP consumption
- Dynasty Breast Plate - [Shield Master]: Phoenix Knight, Hell Knight, Evas Templar, Shillien Templar
- Str-2, Con+2, P. Def +5.4% MaxHP +492. Increase Darkness Resistance +8, M. Def, Sleep Resistance.
- Dynasty Breast Plate - [Weapon Master]: Dreadnought, Titan, Fortune Seeker, Maestro
- Con-2, Str+2, P. Atk +5.4%, MaxHP +492. Increase Darkness Resistance +8, Critical Damage Chance.
Light Armor:
- Dynasty Leather Armor - [Bow Master]: Sagittarius, Moonlight Sentinel, Ghost Sentinel, Trickster
- Con-2, Dex+2, Evasion +4.3, MaxHP +321. Increase Darkness Resistance +8, increase Atk Spd, increase MP recovery rate.
- Dynasty Leather Armor - [Dagger Master]: Adventurer, Wind Rider, Ghost Hunter
- Con-2, Dex+2, Accuracy +4.3, MaxHP +492. Increase Darkness Resistance +8, increase hold resistance, increase atk spd.
- Dynasty Leather Armor - [Enchanter]: Hierophant, Dominator, Doomcryer, Judicator
- Int-2, Men+2, Casting Spd. +15%, Maximum MP +321. Increase Darkness Resistance +8, decrease MP consumption, decrease magic cancel rate.
- Dynasty Leather Armor - [Force Master]: Duelist, Grand Khavatari
- Con-2, Str+2, P. Atk +5.4%, MaxHP +492. Increase Darkness Resistance +8, decrease active skill MP consumption
- Dynasty Leather Armor - [Weapon Master]: Doombringer, Soul Hound, Titan, Dreadnought, Fortune Seeker, Maestro
- Con-2, Str+2, P. Atk +5.4%, MaxHP +492. Increase Darkness Resistance +8, Critical Damage Chance.
Robe armor:
- Dynasty Tunic – [Enchanter]: Hierophant, Dominator, Doomcryer
- Int-2, Men+2, Casting Spd. +15%, Maximum MP +321. Increase Darkness Resistance +8, decrease MP consumption, decrease magic cancel rate.
- Dynasty Tunic – [Healer]: Cardinal, Evas Saint, Shillien Saint
- Int-2, Men+2, Casting Spd. +15%, Maximum MP +321. Increase Darkness Resistance +8, increase amount of heal, increase magic cancel rate.
- Dynasty Tunic – [Summoner]: Arcana Lord, Elemental Master, Spectral Master
- Int-2, Men+2, Casting Spd. +15%, Maximum MP +321. Increase Darkness Resistance +8, increase P. Atk., P. Def.
- Dynasty Tunic – [Wizard]: Archmage, Soultaker, Mystic Muse, Storm Screamer
- Int+1, Wit+1, Men-2, Casting Spd. +15%, Maximum MP +321. Increase Darkness Resistance +8, increase stun resistance, increase M. Atk.
S-80 jewelry
- The Blacksmith of Mammon can unseal S-80. jewelry. There are three types of Dynasty jewelry in total S-80:
- Dynasty Earrings
- Dynasty Necklace
- Dynasty Ring
- S-80 jewelry can be obtained from the boss on Isle of Prayer..
- S-80 jewelry obtained from the boss in Isle of Prayer, once unsealed, has lower M.Def than crafted jewelry, but gives very high resistance to Stun, Poison, Bleed, Sleep, Paralysis, Hold and Fear..
Bracelets
Bracelets are new items that strengthen players' abilities when talismans are added to them. A bracelet cannot be transferred or lost. There are two types of bracelets:
- Left bracelet (Left Bracelet)
- Left bracelets can summon Agathion..
- The left bracelet can be worn only by the leader of a clan that owns a castle or fortress, or by a member of a clan that owns Rainbow Springs Chateau or Wild Beast Reserve..
- Right bracelet (Right Bracelet)
- Right bracelets can be obtained from Castle Court Magician or Fortress Support Leader.. **The right bracelet comes in 4 grades: C, B, A and S.. (If the character lacks the corresponding skill, the usual armor penalty applies.)
- The right bracelet can be crystallized but cannot be enchanted.
- A Talisman can be attached to the right bracelet. A talisman boosts certain stats.
- The higher the grade of the right bracelet, the more Talismans can be attached to it.
- Like shadow weapons, Talismans have a time limit that starts once they are equipped.
- Each Talisman has unique properties and can be obtained in a Castle or Fortress.
Shirts
- Shirts are new items that can boost players' basic defensive stats.
- Shirts come in different grades; they can be crystallized and enchanted.
- Non-grade and D-grade shirts can be bought from the NPC merchant. Shirts of C grade and higher are available only in Castles and Fortresses.
New accessories
- Special hair accessories have been added for each race. They can be bought from Castle Court Magician or Fortress Support Leader..
- New hair accessories have been added for each class. They can be bought from Grand Olympiad Manager..
Soul Crystal: Level 14
- Soul Crystal: Level 14. have been added. The new Soul Crystal are designed specifically for S-80 weapons.
- Soul Crystal: Level 14 can be obtained from a level 13 crystal by killing Baylor in Crystal Caverns.. After the upgrade (killing the boss), there is a chance that Soul Crystal turns into cursed Soul Crystal. Cursed Soul Crystals; these can be remade into normal Soul Crystal with Legendary Blacksmith Shadai on the island of Hellbound..
- Soul Crystals: Level 14 can also be obtained from 13 lvl Soul Crystal by killing the epic bosses Antharas, Valakas or Scarlet Van Halisha (Frintezza).
Other changes
- The bonuses of epic jewelry have been changed: resistance to Stun, Bleed, Poison, Sleep etc. was halved, but a modifier was added that increases the chance of certain attacks landing.
Earring of Antharas:
- Was: Bleed: +80 Resistance%, Stun/Silence: +60 Resistance%
- Now: Resistance to Bleed: +40%, Bleed Attack, success chance: +40%, Resistance to Stun/Silence: +30%, Stun/Silence Attack, success chance: +30%
Necklace of Valakas:
- Was: Sleep: +80 Resistance%
- Now: Sleep: +40 Resistance%, Sleep Attack, success chance: +40%
Ring of Baium:
- Was: Poison: +80 Resistance%, Hold: +60 Resistance%
- Now: Resistance to Poison: 40% Poison Attack, success chance: 40% Resistance to Hold: 30% Hold Attack, success chance: 30%
Zaken's Earring:
- Was: Bleed: +60 Resistance%, Shock/Abnormal Mental State: +40 Resistance%
- Now: Resistance to Bleed: +30% Bleed Attack, success chance: +30% Resistance to Shock/Abnormal Mental State: +20% Shock/Abnormal Mental State Attack, success chance: 20%
Ring of Queen Ant:
- Was: Poison: +60 Resistance%, Hold: +40 Resistance%
- Now: Poison: +30 Resistance%, Poison Attack, success chance: +30%, Hold: +20 Resistance%, Hold Attack, success chance: 20%
Earring of Orfen:
- Was: Bleed: +40 Resistance%
- Now: Bleed: 20 Resistance%, Bleed Attack, success chance: 20%
Ring of Core:
- Was: Poison: +40 Resistance%
- Now: Resistance to Poison: 20% Poison Attack, success chance: 20%
Frintezza's Necklace:
- Was: Sleep/Paralysis/Shock: 30 Resistance%, Poison: 50 Resistance%
- Now: Sleep/Paralysis/Shock: 15 Resistance%, Sleep/Paralysis/Shock Attack, success chance: 15%, Poison: 25 Resistance%, Poison Attack, success chance: 25%
Charm of Courage
- The duration of Charm of Courage has been reduced from 2 hours to 20 minutes.
- The Charm of Courage effect persists after the character dies.
- The CharmofCourage effect applies during castle and fortress sieges.
- The Charm of Courage effect applies only to the siege you are registered for. For example, if you are registered for the siege of Gludio Castle, the charm works only if the character dies in that particular battle. If the player goes to another siege and dies, the charm does not work and experience is lost as in a normal death.
Crystal of Life
- Crystal of Life (Skull of the Dead, Heart of Dragon, Egg of Earth, False Nucleus of Life, and Soul of Angel) no longer have grades. All three types (A, B, and C-Grade) have been merged into one new type. Existing Crystal of Life (A, B, and C-Grade) can be exchanged for the gradeless type by talking to Adventure Guildsman..
- 1 A-Grade Crystal of Life = 10 no-grade Crystals of Life
- 1 B-Grade Crystal of Life = 4 no-grade Crystals of Life
- 1 C-Grade Crystal of Life = 2 no-grade Crystals of Life
Cursed weapons
- New skills have been added to cursed weapons.
Clan armor
- Academy members can buy Oath Armor set from Blacksmith Pinter in Gludio.
- Players used to be able to buy a sealed Appella set from ClanMerchant.. Now an unsealed one can be bought.
- Improved Appella Set. Improved Appella Set has been added; it gives better stats than the regular Appella Set..
- Books, enchant scrolls (weapon/armor) and Life Stones now stack.
Special siege items
- Various siege items (elixirs, combo buff scrolls, etc.) can be bought from Suspicious Merchant NPC near the entrance of each fortress. These items can be used only during a fortress or castle siege.
08 Auction
- A new system for selling rare items (Auction) has been introduced.
Selling items.
- Auctions are held in Giran, Aden and Rune Town.. Players can bid on rare items using Auctioneer NPC..
- A bid cannot be withdrawn until someone else outbids it. An outbid stake can be reclaimed via Auctioneer NPC within a week; after a week the refundable stake is lost.
- An icon for the highest bid is shown above the chat window. It disappears if your bid is outbid.
- If a player bids 10 minutes before the auction ends, the auction is automatically extended by 5 minutes. If two or more players bid during this time, the auction is extended by 8 minutes.
- If you win an auction, the item automatically appears in your private warehouse (Private Warehouse).
09 Sieges
Changes to siege rules
- All attacking clans registered for a siege are in a temporary alliance. *During siege combat players cannot attack friendly players or their flags.
- If a character who belongs to neither side dies in the siege zone, all normal (non-siege) penalties apply.
- If a character registered for the siege dies in the siege zone, they lose 1/4 of the experience lost in a normal death. If a character dies in a siege they were not registered for, they lose the usual amount of experience.
- Characters no longer collide with each other (applies everywhere).
NPC – castle defenders
- The level of NPC mercenaries and castle defenders has been raised.
- HP and P. Atk. NPC King of Knight. have been increased
Political activity
- Depending on the contract with a fortress (whether there is one or not), the abilities of the castle-owning clan may be limited, in particular strengthening the castle's defenses and using dungeons. A castle can use its dungeon and strengthen its defenses only when it has an alliance with a fortress.
- A castle-owning clan cannot register to attack a fortress that has sworn allegiance to it.
- A castle-owning clan can register for the siege of a fortress that has not sworn allegiance to it. If the fortress is captured, it passes into the possession of NPC..
- When a player whose clan is registered for a fortress siege dies, they lose 1/4 of the normal experience loss.
- If a fortress-owning clan has sworn allegiance to a castle, 12.500 adena is automatically paid to the castle as tax. Every 6 hours, 2 CRP (Clan Reputation Point) are deducted from the castle-owning clan.
- If the castle-owning clan's CRP drops to two, no more are deducted and no tax is taken from the fortress; however, all fortresses that swore allegiance become independent (Independent State).
Rewards
- Each time a clan successfully defends a castle, it receives Blood Alliance from the castle's warehouse keeper.
- Blood Alliance can be used to raise the clan level. They can also be exchanged for CRP at Clan Trader NPC..
10 Fortresses
Fortresses were added in every territory of Aden and the adjacent lands. 21 fortresses in total.
About fortresses
- A fortress has a lot in common with clan halls. To own a fortress, you must capture it. By location there are two kinds of fortresses: border and territorial. Fortresses are also either small or large.
Small fortresses:
- Aaru Fortress - Border
- Archaic Fortress
- Demon Fortress - Border
- Dragonspine Fortress - Border
- Hive Fortress
- Ivory Fortress
- Monastic Fortress - Border
- Narsell Fortress
- Shanty Fortress
- Tanor Fortress - Border
- White Sands Fortress
Large fortresses:
- Antharas’ Fortress - Border
- Bayou Fortress
- Borderland Fortress
- Cloud Mountain Fortress - Border
- Floran Fortress - Border
- Hunter’s Fortress - Border
- Marshland Fortress
- Southern Fortress
- Valley Fortress
- Western Fortress - Border
Each castle's territory has one or two fortresses. They can choose an alliance with the castle or independence from the castle of that territory.
Fortress ownership rules
- Like clan halls, fortresses are clan residences. A fortress-owning clan can register for sieges of castles and other fortresses and, by winning, become their owner. However, its previous fortress passes under the control of NPC until some clan captures it again.
- A clan can own only one fortress or castle, while still being able to acquire a clan hall.
- A fortress-owning clan can establish political ties with the clan that owns the castle of that territory.
- Clan Blood Oath can be obtained by capturing a fortress. Blood Oath can raise the clan's reputation and level up to 9.
- While a clan's fortress is under siege, that clan cannot capture other fortresses and castles.
- Fortress information can be viewed on the minimap (Alt+M). Border fortresses are marked with a red flag, territorial ones with a blue flag.
Fortress siege
- A fortress siege lasts 1 hour and can take place every 4 hours, around the clock.
- When the battle flag (Flag of Fight) is raised on the flagpole, the fortress siege is over.
- A fortress siege starts 1 hour after the first clan registers for it.
Fortress siege rules
- The general rules of a fortress siege are similar to those of a castle siege. Participants are split into three groups: allies, enemies and neutral players.
- The attacker's alliances and clan are allies. All other characters registered for the siege are neutral players.
- Once a fortress siege begins, defenders are marked with a shield icon above their heads and attackers with a sword icon.
- Players can attack hostile and neutral characters without holding the Ctrl key, but they cannot attack their allies.
Siege registration
- Registering for a fortress siege works like registering for a castle siege. Any clan of level 4 or higher can sign up for the siege with Suspicious Merchant NPC, who stands next to the fortress.
- The clan that registers first must pay a fee of 250 000 adena. All other clans registering for this fortress pay no fee.
- After the first clan registers, the other clans have 50 minutes to join the attack. During this time registration can be cancelled.
- After 50 minutes, Suspicious Merchant disappears and a 10-minute siege preparation stage begins, followed by the battle.
- If a clan owns the fortress, it automatically becomes the defender.
Start of the siege
- Once the siege begins, the area around the fortress counts as siege territory.
- In this territory registered clans can set up Siege Flags (Siege Headquarters).
- As soon as the attack begins, all entrances to the fortress are locked and NPC defenders appear on the walls.
- If a clan controls the fortress, the level of the NPC guards and the many defensive functions depend on the fortress's Fortress Defense level.
Fortress siege process
- Inside the fortress there are 3 to 5 barracks (depending on the fortress size), and the command barracks is in the center.
- If all barracks are captured within 10 minutes of capturing the first one, the command barracks door opens automatically.
- To capture a barracks, kill the Commander NPC of each barracks or cut the power in Control Room.
- A clan can use Ballista Bombs to destroy Ballista inside the fortress; this earns the clan some reputation points.
- If players fail to destroy all the other barracks within 10 minutes of destroying the first one, Commander NPC reappears and all barracks have to be captured again.
- If players capture all barracks within the time limit, the command barracks doors open and the fortress flags appear inside.
- If the besieged fortress is owned by a clan, Mercenary Captain must be kept alive until all barracks are captured; only then will the Battle Flags (Combat Flags) appear inside the fortress.
- When a player picks up one of the flags, they automatically hold it in their hands. There are three fortress flags in total. If that player dies, the flag returns to its original place.
- As soon as a player picks up a flag, they get two skills: 1) Flag Equipment – reduces the player's speed (passive); 2) Raise Flag – lets them raise the flag on the flagpole (active).
- The flagpole is on the roof of Command Camp. If a clan manages to set the flag on the flagpole using the Raise Flag skill, it wins the siege and becomes the owner of the fortress.
- As soon as the fortress is captured, Ambassador NPC from the castle that owns the territory appears inside it and can be found inside Command Camp..
- A territorial fortress gets only one envoy, while border fortresses get envoys from all adjacent regions.
- The new owner of a territorial fortress can either swear allegiance to the castle of that territory or stay independent.
- Clans owning border fortresses can only declare independence.
Control Room
- In large fortresses one of the barracks is Control Room.. Capturing it differs from capturing the other barracks. In large fortresses you must disable the Control Room, defeat all the Captains and set up a flag. Once this is done, the fortress becomes yours.
- Sub Power Systems. stand around Control Room. After all Sub Power Systems are disabled, a player with Access Card can open the door of Control Room..
- Access Card drop from the dwarves near Control Room..
- To disable Sub Power System, wait until its health drops.
- Disabling Sub Power System requires Maestro or Warsmith..
- To take control of Control Room, you must enter a three-digit password.
- Any class can enter the password, but Maestro or Warsmith. will find it faster
- If a wrong password is entered a certain number of times, control is locked for a while.
- As soon as all Sub Power Systems are switched off, the power supply to Control Room is cut.
- After that the clan only has to defeat all the barracks captains and set up its flag.
Fortress features
- Foreman NPC in the command barracks lets you reduce experience loss (as in clan halls) and use territorial teleports, buffs and Clan Warehouse..
- Items such as shirts and talismans can be obtained from Supply Captain NPC. You can also buy the skills Knight Unit and Guard Unit for reputation points.
- Shirts, bracelets and talismans can be bought for Knight’s Epaulettes from Fortress Manager NPC..
- Regardless of political status, a fortress-owning clan steadily receives CRP. every six hours.
- If the fortress has become dependent on the castle, you can activate Fortress Defense Functions by talking to Guard Captain NPC, and you can also strengthen the guards and receive supplies that can be bought from Logistics Officer NPC..
- Independent fortresses can access the dungeon (instanced dungeon); to do so, talk to Detention Camp Warden NPC..
Political activity
Neutral status (Nonpartisan State)
- After a fortress is captured, an envoy appears in it and waits an hour for the clan leader to decide which policy to follow. For this hour the fortress has neutral status.
- If the fortress is independent, you cannot use Fortress Defense Functions and the dungeon, but all other functions, including raising reputation points, remain available at Foreman NPC..
Independent status (Independent State)
- A fortress becomes independent if the leader of the owning clan decides so, or if no decision is made within an hour after a successful capture.
- If a fortress declares independence, the clan that owns the castle of that territory becomes able to register for the siege of that fortress.
- Independent fortresses cannot improve their defenses through Guard Captain NPC..
- Independent fortresses have limited ability to view their defense status through Logistics Officer NPC..
- The castle does not supply independent fortresses with its goods.
- An independent fortress has its own dungeon, which members of the owning clan can enter. To do so, they need to talk to Detention Camp Warden..
Contract status (Contracted State)
- Fortresses sign a contract with the castle when the clan leader makes that choice while talking to the envoy.
- If a clan swears allegiance to the castle lord, it must pay that castle a fixed tax (12.5k adena) every six hours. This tax is automatically taken from Clan Warehouse..
- If Clan Warehouse does not have enough money for the tax, the fortress automatically becomes independent.
- When a fortress is under contract, all its functions are available, but entry to the dungeon (instanced dungeon) is forbidden.
- When a fortress is under contract, the clan can receive supply items by talking to Logistics Officer NPC.. The level (quality) of the supply items rises every 6 hours as tax is paid to the castle.
- The castle-owning clan loses 2 CRP with each delivery of goods to the fortress.
- If the CRP of the castle-owning clan falls below two, deliveries to the fortress stop, and the leader of the fortress-owning clan gets a system notice about it.
- The maximum supply level is six.
- If the fortress-owning clan buys goods from Logistic Officer NPC, the supply level is reset to zero.
- If the castle-owning clan has a fortress in its territory that has sworn allegiance to it, the clan gains access to the castle dungeon (instanced dungeon).
Rewards
- By capturing a fortress, a clan gets 100 CRP.. Losing the fortress does not affect the clan's CRP in any way.
- After capturing a fortress, the clan's reputation rises every six hours. From Logistics Officer NPC you can get Blood Oath.
- During a fortress siege, Knight’s Epaulette. can be obtained from Defender NPC or Commander NPC
- If you hand in Blood Alliance, Blood Oath or Knights Epaulette to Clan Merchant such as Ilia or Hulia, you can get a certain amount of CRP. for them
Residential Skill
- A fortress-owning clan automatically gets residential skills.. These skills apply to all clan members except the academy.
- After capturing a fortress the clan gets two residential skills., and for Western Fortress as many as three.
- When a fortress is lost, the clan loses all residential skills..
Fortress Dungeon (Instanced Dungeon)
- If the fortress is independent, Warden NPC can give you access to the dungeon (Instanced Dungeon). Regardless of the fortress's political status, he can also give you a special quest related to the fortress dungeon.
- The dungeon can be entered by a party of two or more people. The entry request must be made by the party leader, who must belong to the fortress-owning clan.
- The dungeon can be entered once every four hours, and only one party may be inside at a time.
- If a character logs out while in the dungeon, they will appear inside the fortress the next time they log in.
- Raid bosses inside the dungeon disappear 10 minutes after the party enters, provided they have not been attacked.
- If the dungeon's raid boss is defeated, the party that killed it is rewarded with Dungeon Leader Mark, which can then be exchanged for Knight's Epaulette.
11 Castles
- Castles have received new features.
Production
- Hair accessories, bracelets, shirts and talismans can be bought from Court Magician NPC.
- Racial hair accessories have appeared. They differ for Humans, Elves, Dark Elves, Orcs, Dwarves and Kamael..
- Three types of bracelets have appeared: Iron Bracelet, Bronze Bracelet and Steel Bracelet.
- Shirts come in C, B and A grade
- Many talismans are available for purchase, including Black Talisman.
Additional features
- Castles have gained the additional features of clan halls:
- HP/MP recovery.
- Experience recovery.
- Teleports to the territory belonging to the castle.
- Buffs.
- Chamberlain NPC has gained an additional option to monitor the status of the fortresses in its territory. When players select "Receive a Report", they can see the overall status of the fortresses in the castle's territory.
- You can see the overall status of a fortress and its current situation.
Residential Skill
- A castle-owning clan automatically gets residential skills.
- Three residential skills are available in the castle. They are shown in the Clan Skill. window.
- When a castle is lost, the clan loses all residential skills..
12 Manor
Changes to the Aden Castle manor
- Because Isle of Souls has been included in the Aden territory, the following changes have been made to the Aden manor:
- Low-level seeds for use in Isle of Souls. have been added to the Aden manor.
- A total of 10 seeds have been added: 5 regular and 5 alternative types.
- Because of the new seeds, the maximum amount of existing seeds for sale and purchase has been reduced.
13 Clan halls
- The combat stats of the following NPCs in Bandit Stronghold, Beast Reserve and Fortress of Resistance have been increased:
- Bloody Lord Nurka in Fortress of Resistance
- Oel Mahum NPCs in Bandit Stronghold
- Frenzied Beast NPCs in Beast Reserve
These NPCs will use the skill "Strong Resistance" if they are attacked by players 9 or more levels above NPCs..
14 Clans
Clan level
- The clan level can be raised up to level 10.
- Requirements for level 9 – clan reputation 40000, number of clan members 120+, items: 150 Blood Oaths.
- Requirements for level 10 – clan reputation 40000, number of clan members 120+, items: 5 Blood Pledges.
- BloodOath can be obtained by running a fortress or trading with a castle. Blood Pledge can be obtained by running a castle.
- In level 9 and 10 clans, each knight order (Order of Knights) can accept up to 25 players.
Residential Skill
- Members of a clan that owns a castle or fortress automatically get Residential Skills..
- Clan academy members cannot get Residential Skills..
Sub-Unit Skill
- Clan members can get Sub-Unit Skills from Castle Court Magician NPC or Fortress Support Unit Captain NPC..
- Sub-Unit Skills apply to only one squad (the clan's main roster/Royal Guard/Order of Knights) chosen by the clan leader or a clan member with clan management privileges.
- Getting Sub-Unit Skills requires Clan Reputation, Blood Oath and Blood Pledge..
15 Dungeons (Residential Instanced Dungeons)
- New dungeons have been added, available only to clans that own castles or fortresses.
Dungeon types
- Underground Dungeon: Only for clans that own a castle with a fortress sworn to it.
- Fortress Dungeon: Only for clans that own an independent fortress.
Entry and exit
- Underground Dungeon is entered through Warden NPC, who is inside the castle.
- Fortress Dungeon is entered through Detention Camp Warden NPC..
- Neither dungeon can be entered during a siege.
- Only one party can be in each dungeon.
- The dungeon can be entered every 4 hours by no more than one party.
- A party that has entered can stay in the dungeon and leave it even if the castle or fortress changes owner.
- If you log out inside the dungeon, you will end up outside at entrance NPC.. You can enter the dungeon again once you rejoin your party.
- If you choose To Nearby Village after dying in the dungeon, you will be moved to the dungeon exit.
- Five minutes after the last boss in the dungeon dies, players are automatically thrown out.
- After entering the dungeon, the party has only 60 minutes to clear it. After 60 minutes the party is automatically thrown out of the dungeon.
- All Raid Bosses disappear if they are not attacked within 10 minutes.
- Raid Bosses in dungeons start using powerful defensive skills if attacked by players more than 9 levels above the Raid Boss.
16 Pet/Servitor
- The pet system has been improved for easier control. New evolving pets have been added.
Great Wolf (Great Wolf)
- By talking to PetManager, a player can evolve a wolf of level 55+ into Great Wolf..
- The pet must be summoned for the transformation.
- An evolved Great Wolf changes its look and skills according to its level (levels 60->65->70).
- Great Wolf is a combat pet that can help its master in battle.
Raising pets
- The weight of pets and pet food has been reduced to 10.
- Previously, a pet's experience depended on how much it took part in combat. Now pets get a set percentage of their master's experience.
- The percentage of experience a pet takes depends on the pet type.
- If the master is more than six levels above the pet, a penalty applies to the experience the pet gets. In that case the master gets less experience.
- If the pet is more than eleven levels above its master, the experience the pet gets increases, and more experience is taken from the master.
Servitor Skill Enchant
- Servitor can reach level 85 through skill enchant..
- With each skill enchant, the stats of Servitor change and Elemental defense increases.
Servitor and experience
- The amount of experience taken by Servitor. has been greatly reduced. Some Servitor no longer take experience at all.
- Feline Queen, Unicorn Seraphim, Nightshade at levels 70+ don't take XP.
- Kai the Cat, Merrow the Unicorn, Soulless at levels 70+ don't take XP.
- Feline King, Magnus the Unicorn, Spectral Lord take no experience.
- Kat the Cat, Boxer the Unicorn, Shadow of level 78+ take 18% of experience.
Cubic system
- A cubic activates when its master is in combat mode.
- Life Cubic affects pets and Servitor of party members.
- Hate, used by knight classes, now affects cubics.
Other changes
- P. Def. and M. Def. of Nightshade have been increased by 30%.
- The type of Magnus the Unicorn has been changed from animal to spirit.
17 Quests
- A total of 26 new quests have been added.
Quest updates
Stolen Dignity
- C with the arrival of new A-grade weapons, their parts have been added to the quest's bonus list (11 parts in total)
Rise and Fall of the Elroki Tribe
- Books and charms have been added to the reward list of Primeval Isle
Mimir's Elixir
- Kamael cannot complete the quest Mimir's Elixir.. For a Kamael to take a subclass, they need to complete the quest Seeds of Chaos..
An Ice Merchant's Dream
- You can choose how many quest items you want to exchange for a reward.
Tutorial
- All races except Kamael can get to Isle of Souls only after completing Tutorial Quest..
Kamael: A Window to the Future
- The quest "Kamael: A Window to the Future" has been removed.
Quest for Fishing Shot
- Sweet Liquid can be obtained from certain monsters on Isle of Souls..
Enhance Your Weapon
- Monsters that let you get Soul Crystals: Level 14. have been added.
18 User interface
- The design and fonts of the user interface have been changed.
Party Information window
- The party member status window can be changed by holding the Alt. key.
- Information about Pet/Servitor, including HP/MP/Buff/Debuff, is shown in Party Member Window..
Improved radar
- The radar shows terrain information.
- The radar now includes features such as hiding the player's position, a fixed radar position, and the positions of party members and monsters.
Item Information Link
- You can share information about your items with other players.
- The information is automatically linked in chat by clicking an item while holding the Shift. key.
Skills window
- Information about active skills is now shown as Normal, Buff, Debuff and Toggle in the skill window.
Macro
- The maximum number of macros has been increased to 48.
Game Option
- Shortcut keys can be changed in Option Menu.
- The Improved Shader. function has been added to Option Menu.
Inventory
- The position of items in the inventory is remembered.
- A Inventory Auto Sort button for automatic item sorting has been added to the upper right corner of the inventory.
Other changes
- If Dwarf or Artisan tries to delete items that can be crystallized, they are crystallized automatically.
- Attribute. information has been added to the character status window.
- Game Option information and in-game options have been improved.
- If you have Enter Chat selected in the settings, you can use the 1,2,3 buttons, etc.
19 Skills
New skills
- A variety of new skills have been added.
Sword Muse
- Song of Elemental - Greatly increases party members' resistance to the four elements.
Spectral Dancer
- Dance of Alignment - Greatly increases party members' resistance to Dark and Holy.
Dagger Classes
- Critical Wound - Increases the damage of a Critical Hit dealt to the target. Level 1.
- Find Trap - Detects traps of level 78 and lower.
- Remove Trap - Disarms traps of level 78 and lower.
Archer Classes
- Counter Chance - When the character is attacked, their casting speed and MP consumption are reduced by a certain amount. Requires a bow.
- Counter Rapid Shot - When the character is attacked, party members' bow firing speed increases by a certain amount. Requires a bow.
- Counter Dash - When the character is attacked, party members' speed increases by a certain amount. Requires a bow.
- Counter Mind - When the character is attacked, their MP is restored by a certain amount. Requires a bow.
Titan
- Over the Body - Releases fighting spirit, temporarily boosting the body's abilities.
Fortune Seeker
- Spoil Bomb - Spoils all enemies standing near the target, exploding and dealing damage after a certain period of time.
Archmage
- Fire Vortex Buster - Detonates the enemy's Fire Vortex, causing heavy damage.
- Count of Fire - Uses the power of fire to inflict burns on the target.
Mystic Muse
- Ice Vortex Crusher - Brings the enemy's own Ice Vortex down on them, causing heavy damage.
- Diamond Dust - Freezes targets at a distance, lowering their Speed.
- Throne of Ice - Using the power of ice, temporarily deals heavy ice damage to the target.
Storm Screamer
- Wind Vortex Slug - Crushes enemies with the power of their own Wind Vortex, causing heavy damage.
- Empower of Echo - Increases MP consumption and magic power.
- Throne of Wind - Uses the power of wind to deal continuous damage to the target.
Cardinal
- Divine Power - Temporarily increases the power of your recovery magic.
Eva's Saint and Shillien Saint
- Mana Gain - Temporarily increases the effectiveness of Recharge.
Doom Cryer
- Chant of Protection - Temporarily reduces the power of Critical Attacks received by party members.
Overlord
- Seal of Blockade - Instantly attacks surrounding enemies with magic and blocks normal attacks.
Knight Classes
- Iron Shield - increases the chance of a shield block when the character is attacked by an enemy.
- Shield of Faith - greatly increases party members' m.def and p.def. and absorbs most of the damage they receive.
Skill enchanting
Various new skill enchant routes have been added.
Safe enchanting
- Safe skill enchanting requires three times more SP and EXP than normal enchanting.
- If the skill enchant fails, its enchant level stays the same
- A special item is required: Giant's Codex - Mastery
Changing a skill's enchant route
- You can now switch a skill's enchant route to another one.
- When switching routes, up to 3 enchant levels may (rarely) be lost.
- Each route change requires a special book, Giant's Codex - Discipline, and some Exp and SP.
Skill reset
- This option resets a skill's enchant level. You get back 80% of the SP spent on regular enchanting up to the skill's enchant level.
- Resetting one skill requires one book: Giant's Codex - Oblivion.
New enchant routes
- Active, passive and toggle skills can be enchanted.
- Various new enchant routes have been added.
- Some skills can be enchanted with elemental attributes.
Changes to existing skills
- The duration of debuffs has been changed.
- The effects of DoT skills that deal damage over time have been greatly increased.
- An evasion effect against physical skills has been added to Ultimate Evasion..
- The cooldown of Erase Skill has been increased.
- Shield Mastery increases shield defense.
- The effectiveness of the Bless Shield skill has been greatly reduced.
- When a player attacks with Shield Stun, the monster's aggression level rises.
- The effectiveness of the Advanced Block skill has been greatly reduced.
- Sonic Focus and Focused Force can accumulate power up to 8.
- The level of Critical Chance has been increased (only for Plainswalker).
- The level of Critical Power has been increased (only for Abyss Walker).
- If Frenzy is used while HP is above 30%, its attack power is slightly reduced.
- The power of Aggression and Aura of Hate has been greatly increased, as has their cooldown. These skills were also changed so that attack speed buffs do not affect them.
- The aggression power of Vengeance has been greatly increased.
- An effect of evading critical damage (chance) has been added to Light Armor Mastery for the Rogue, Elven Scout, Assassin and Monk. classes
- An effect that reduces critical damage has been added to Heavy Armor Mastery for the Knight, Elven Knight and Palus Knight. classes
- Riposte Stance, Physical Mirror and Magical Mirror now reflect buffs/debuffs.
- Sword Symphony now also works on players; its power and success chance have also been increased.
- Mass Curse Fear and Wordof Fear now also work on players; their cooldown has also been increased.
- Vampiric skills have been changed. These skills now absorb a certain percentage of the target's remaining HP rather than a certain percentage of the damage dealt.
- The target-cancel effect of Shock Blast has been improved, and its casting time reduced.
- The requirement for Revival has been changed from 5% to 10% HP.
- The cooldown of Lion Heart. has been reduced
- Skills that used to apply to alliance members now affect only clan members.
- The effect of Mana Burn and Mana Storm has been reduced and their cooldown increased.
- The effects of Aura Sink and Seal of Gloom. have been reduced
- Heal and Recharge servitor can be used during a duel.
- The Holy Weapon effect applies to magic skills.
- The display of some debuffs has been changed (such as ice, wind, fire, paralysis, petrification, MP-DoT)
- The following states will not be shown with a debuff icon: Ice, Wind, Fire, Paralysis, Petrifaction, DoT and MP.
- Previously, a polearm attack combined with the Vampiric buff converted a certain amount of damage into HP. Now, as the number of targets grows, HP recovery drops noticeably. For example, if a player gets some HP from the first target, they get less from the second and very little from the third.
- Fixed a bug with effects stacking when using a polearm to attack several monsters.
- Only one attribute of attack buffs can be active at a time. (Several buffs can be used for defense.) For example, if a Water attack buff is activated while a Fire attack buff is on, the Fire effect is cancelled.
20 Other changes
Olympiad
- The Olympiad stadium has been made smaller.
- When a character enters the Olympiad stadium, they can choose 5 buffs from Olympiad Manager.. Buffs are not given automatically.
- The match starts in an enclosed area. The doors open 10 seconds before the match begins.
- Olympiad hero stats can be viewed on Monument of Heroes.
Teleports
- Kamael Village has been added to the teleport lists of all starting villages, Gludio and Aden.
- Ketra Orc/Varka Silenos have been added to the teleport list of Schuttgart.



