🌟 Beginner's Journey
- Every account gets 7 rewards, one per login day, in the Log In and Win window. The days do not need to be consecutive and the journey is valid once per account.
- Day 1: Welcome Box, with a 7-day VIP Blessing, a Welcome Hat +7 of your choice for 7 days, 2,000 Golden Fly Wings, 10 Golden Butterfly Wings, 500 Greed Bags, potions and the Ancestral Focus Wand, plus the Adventurer's Magic Book.
- Days 2 to 6: Combat Manual, Combat Grimoire, Chewing Gum, Ancient Magic Scroll and the Forbidden Knowledge Wand.
- Day 7: Graduate's Gift, which adds +14 days of VIP and +14 days to your Welcome Hat. If the hat has already expired, you choose a new one for 14 days.
- The Magic Book performs the Awakening Ritual on a Novice character up to base level 40: choose a 2nd class (or Super Novice) and awaken at level 60, with Basic Skill level 9 and 49 skill points to distribute. It is valid once per account and there is no going back.
- After the ritual, the Book stays in your bag as a guide: it shows where to evolve, how to make money, your benefits and what each class's hat does.
- Assistant Alice, in the Eden Group, changes the model of the Welcome Hat for free and as many times as you like, preserving the remaining time.
- Limit per household: the Journey is valid for up to 2 accounts per internet connection, and the second one must be on a different computer, verified by the launcher. While this verification is not available to everyone, it is one account per connection: if you are two people in the same house, open a ticket on the website and the team will release the second account.
- Welcome Hats do not accept cards, cannot be refined and disappear when the time runs out. All Journey items are non-transferable.
- The beginner VIP now comes only from here: the level 10 reward no longer delivers the 3-day VIP+ Ticket. The rest of the delivery (Zeny and Fly Wings) stays the same.
🐜 Maya's Lair: new instance
- Crusader Ron is on the second floor of the Anthell (169, 175), gathering parties to face Maya in her lair.
- Party of 2 to 3 adventurers. You cannot enter alone.
- There are 5 waves of ants before Maya awakens. They appear at different points of the arena and the swarm comes mixed.
- Part of the ants appear with an element different from the usual, so a single weapon does not always handle the whole wave.
- The Deniros charge at the rear, aiming at whoever is casting or supporting.
- Crusader Ron fights alongside you: he taunts the ants, heals whoever is most hurt and protects the party. During the waves he withstands everything, but when Maya awakens he can fall.
- Maya can cast Coma, leaving one of the adventurers with 1 HP. The cast appears before the hit.
- The ants drop Crystallized Abysmalite during the waves.
- When Maya is defeated, each participant receives 1 Abysmalite Fragment. In addition, treasure drops on the lair floor for the party to split: Blacksmith Blessing, Abysmalite, Golden Mystic Fragment, Chewing Gum, Combat Grimoire, Combat Manual, Abysmalite Fragment and Gold.
- If the entire party falls, the lair expels the defeated and the attempt ends.
- The lair can be challenged once every 20 hours per character.
🔮 Elemental Insignia
- The Prontera Artisan now engraves the Elemental Insignia on the Last Regret and the Light of Recovery.
- The equipment's default property is free and always available. The Insignia awakens the others: Fire, Water, Wind, Earth, Shadow and Undead.
- Each property is awakened separately, at the cost of 5 Abysmalite and 1 Golden Mystic Orb.
- When equipping the item, you choose between the awakened properties and the default. On the Last Regret it governs Crux Magnum, Crux Sanctum and Crux Divinum; on the Light of Recovery, Corrupted Heal.
- The icon follows what the Insignia carries: a solid color with one property, prismatic with two or more.
- The set is engraved on the equipment itself, not on the character, so it follows the item in trades. The Insignia's description lists all the properties it carries.
- Requires the equipment at refine +9, both to engrave and for the effect to apply.
🔧 Vila: card slot opening
- Vila has arrived at the Prontera Refinery, the same room as the refiners. The entrance is in Prontera (81, 74), and Vila is right next to whoever enters, on the right.
- The service opens one more card slot on the piece, leaving the socket free to receive a card.
- The list starts with four pieces: Combat Knife, Ice Pick, Converging Shoes and Light of Recovery. Vila is studying others, and the list should grow.
- Combat Knife, Rondel and Converging Shoes had no slot at all and now get 1. The Light of Recovery already comes with 1, and on it Vila opens the second.
- Combat Knife and Rondel cost 2 Golden Mystic Orbs and 10 Abysmalite. Converging Shoes and Light of Recovery cost 1 Golden Mystic Orb and 5 Abysmalite.
- The piece must be equipped in its place at the time of the service: weapon in the right hand, shoes on the feet.
- The service is guaranteed: there is no chance of failure or risk of losing the piece.
- Nothing is lost along the way: refine, already socketed cards, engraved Insignia and Abyss Orb all return exactly as they were.
👗 Nana: costume collection in Prontera
- Nana has arrived in Prontera (47, 73). She sews and collects costumes, and resells on the side what she gets from her contact.
- There are 11 pieces in this collection, all costumes: they take up costume slots, give no stats and do not replace the bonuses of your equipment.
- Payment is always zeny and Abysmalite Fragment together, in the same purchase. You cannot pay with just one of the two.
- The price of each piece is drawn at random, between 455,000 zeny + 1 Fragment and 1,625,000 zeny + 5 Fragments, depending on rarity. Zeny and Fragment go together, so there is no piece that is cheap in zeny and expensive in Fragments.
- She can get one unit of each piece per day, across the whole server. Whoever arrives first gets it. That piece disappears for 24 hours and the others remain available.
- When the piece returns to stock, it comes with a new price.
- The list shows how long is left for each sold-out piece to return, so you can plan ahead.
- You can try before you buy: Nana dresses you in the piece on the spot and you can go through all of its colors, for free and with no commitment.
- Nine of the 11 pieces are recolorable at the Stylist, adding up to 216 color combinations. You buy the piece, not the color: the change is made afterward, as many times as you like.
- The pieces are tradable between players. They just cannot be sold to NPCs.
- The whole collection is displayed in the Showcase tab of the Cash Shop, including the pieces that have already left the day's stock. It is for reference only there; you buy from Nana.
- When someone takes one of the rare pieces, the whole server finds out right away.
- The collection is seasonal. When it goes out of circulation, the pieces stop being sold by Nana and only appear in the Cash Shop's random boxes, with a new collection coming in to replace it. This one stays with Nana until 05/08.
- Outside of Nana's collection, the Lord Kaho's Horn was also added to the Stylist's recolor list, with 16 colors besides the original.
⚔️ Classes
Soul Link: no longer vanishes on death
- Soul Link stays active after you die. Before, the effect was lost along with the death and had to be redone.
- The duration keeps running normally; the time spent dead is not given back.
Super Novice
Eternal Novice Weapons
- Three new level 70 weapons, exclusive to Super Novice, with 2 card slots and refinable.
- Eternal Novice Sword: 210 attack, STR +4, +5% attack speed and ignores 15% of the DEF of all monsters. With refine +9 or higher, ignores 15% more.
- Eternal Novice Dagger: 190 attack, AGI +4, +8% attack speed and ignores 15% of the DEF of all monsters. With refine +9 or higher, ignores the monsters' size penalty.
- Eternal Novice Staff: 80 attack, INT +5, MATK +40, MATK +20%, healing power +15% and ignores 15% of the MDEF of all monsters. With refine +9 or higher, ignores 15% more.
- The Sword drops from Ygnizem MVP (3%), Ygnizem (0.02%) and Seyren (0.04%).
- The Dagger drops from Freeoni (3%) and from the Vanberk of the Rachel Sanctuary (0.02% to 0.03%).
- The Staff drops from Lady Branca (3%) and from the Echio of the Rachel Sanctuary (0.02% to 0.04%).
Elemental spears
- Fire Bolt, Cold Bolt and Lightning Bolt gain +0.75% damage per job level, reaching +74% at level 99. Valid only for the Super Novice.
- At max level, the Bolts splash in a 3x3 area. The surrounding targets take half the damage.
Skills unlocked by the hats
- With the Celestial Angel Wings equipped, the Super Novice can use skills of 2-1 and 2-2 classes, according to the skills they already master. The unlocks are exclusive to the Wings: the other hats keep their own effects.
- Using Cart 10 unlocks Cart Revolution and Cart Boost. Stone Curse 10 unlocks Earth Strain 5. Hiding 10 unlocks Ambush 5. Frost Diver 10 unlocks Storm Gust 10. Fatal Blow and Explosive Impact 10 unlock Tyr's Impact 10. Double Strafe 10 unlocks Backstab 10. Blessing and Increase AGI 10 unlock Kyrie Eleison 10. Divine Protection and Demon Bane 10 unlock Ethereal Step. Owl's Eye 10 unlocks Land Mine 5.
- Fire Bolt and Cold Bolt at 10 give +15% MATK.
- Valid from refine +7 on the Perpetual version, and straight away on the Unstable and Welcome versions, which do not refine.
- The full list is on the wiki, under Class Rebalance.
Super Novice Spirit
- The Spirit now stays on the character: it remains when you change hats, instead of ending as soon as the Wings come off.
- The Spirit now gives +2000 HP, +400 SP and the chance to cast Assumptio when suffering short-range physical attacks. This bonus no longer requires all four pieces of the Angelic set.
- With the Spirit active, the Super Novice uses any hat in the game and the skills that hat grants.
- The skill description said the target needed base level 90 to use any helm and 96 for level 4 weapons. Neither was true: having the Spirit active was always enough. The text was fixed and now lists which level 4 weapons are included.
Eden Kit: weapon choice
- The Super Novice now chooses between Dagger, Mace and Staff when receiving the Eden kit. Before, it received a Dagger automatically, with no menu.
- The Eden Staff was unlocked for the class (+15 MATK, +15% MATK, +30 max SP).
- The Mace already allowed the class in the database, but was not offered in the menu. Now it is.
- Applies to all three set levels and also to the "Change Set Weapon" option.
Rebirth
- The Super Novice can now do the Rebirth Crossing, along with the 2-1 and 2-2 classes. The requirements are the same: base level 99 and job level 50.
- As with the other classes, the path is sealed: whoever is reborn as a Super Novice returns as a Super Novice in the following crossings.
- The Apex Mantle remains unavailable for the class, which has no corresponding transcendent class.
Crusader
- The Shield Boomerang now hits a 3x3 area, with full damage on each target. Before, it hit only one target.
- With Soul Link active: +25% damage on Crux Magnum, Crux Sanctum, Crux Divinum and Shield Boomerang.
- With Soul Link active, the Shield Boomerang is Holy by default. An endow still changes the element normally.
- With Soul Link active, the Shield Boomerang cooldown drops from 700 to 500 milliseconds. The old Soul Link bonus had no effect at all, because it reduced a time the skill no longer uses.
Last Regret: new shield
- New level 70 shield, exclusive to Crusader: +15% damage on Crux Magnum, Crux Sanctum, Crux Divinum and Shield Boomerang.
- Accepts the Elemental Insignia from the Prontera Artisan, which lets you change the property of Crux Magnum, Crux Sanctum and Crux Divinum.
- Comes with 1 card slot.
- Drops from Orc Hero (2%) and from Khalitzburg (0.02%).
- Unequipping and equipping again reopens the choice, including to return to the default property.
Priest
- With Soul Link active, Magnus Exorcismus deals +25% damage.
Two new staves
- Light of Recovery: the best healing staff in the game. +15% MATK, +10% Healing Power and INT +3. At refine +9: INT +2, +10% Healing Power and unlocks the Elemental Insignia.
- Banisher: +15% MATK, INT +4 and +15% damage on Magnus Exorcismus. At refine +9: another +15% damage on Magnus, -5% after-cast delay and DEX +4.
- Both are one-handed staves, weapon level 4, from level 70, for Acolyte and Priest. The Light of Recovery comes with 1 card slot and the Banisher with 2.
- The second slot of the Light of Recovery is opened by Vila, at the Prontera Refinery.
- The Light of Recovery drops from Vesper, Beelzebub and Angeling. Beelzebub is the most generous of the three.
- The Banisher drops from the Cursed Priest and the Dark Lord, in the Glast Heim Graveyard, and for the latter the chance is much higher.
Wizard and Sage
- With Soul Link active, the Wizard uses Mystical Amplification level 10 and the Sage uses Dual Bolts level 10. The skills vanish when the link ends.
- At level 10, Dual Bolts repeats the spell every time the Sage attacks with Fire Bolt, Cold Bolt or Lightning Bolt.
- Wizard and Sage ignore 15% of the Magic Defense of any monster while the link is active.
- The after-cast delay drops during Soul Link: 20% less for the Sage and 10% less for the Wizard.
- The SP of Thunder Storm dropped from 74 to 44 at level 10 (at lower levels the reduction is proportional).
Monk
- With Soul Link active, the Monk ignores 25% of the Defense of any monster when using Finger Offensive.
- With Soul Link active, the Monk can use Zen, which fills all the Spirit Spheres at once.
- The after-cast delay of all Monk skills drops 10% while Soul Link is active.
Rogue
- With Soul Link active: +20% damage on Backstab and Raid.
- With Soul Link active: +20% damage on the Transcendent Skills of Transcendent Plagiarism. Stacks with the +25% from the Mind Usurper's Crown, reaching +45%.
- The after-cast delay of all Rogue skills drops 20% while Soul Link is active.
- Gentle Touch works with Triple Attack again: when Triple Attack activated, the steal chance dropped to zero. The hit stopped being a normal attack and the steal check never happened, so the more Triple Attack triggered, the less the Rogue stole. Now stealing also applies to Triple Attack hits, with half the chance.
Bard and Dancer
- With Soul Link active: +30% damage on Melody Strike and Slinging Arrow.
- With Soul Link active, Bard and Dancer ignore 20% of the Defense of any monster.
Two new weapons
- Level 80 weapons, with 2 card slots and refinable.
- Heartbreaker (instrument, Bard) and Lovesick (whip, Dancer): 210 attack and ignore 25% of the DEF of all monsters.
- The Heartbreaker drops from the General Tartaruga (2%) and from the Incubus (0.02%).
- The Lovesick drops from the Moonlight Flower (2%) and from the Succubus (0.02%).
Alchemist
- With Soul Link active, Acid Terror now hits a 5x5 area, with full damage on each target. Before, it hit only one target.
- The after-cast delay of all Alchemist skills drops 10% while Soul Link is active.
Two new potions in Prepare Potion
- Prepare Potion gained two recipes that use Abysmalite Fragment: Compact White Potion (1 Fragment + 20 White Herbs) and Compact Blue Potion (1 Fragment + 20 Blue Herbs).
- The Compact White Potion recovers 300 to 450 HP. The Compact Blue Potion recovers 22 to 38 SP.
- Each crafting yields a batch of 35 to 120 units and never fails. The quantity scales by the same formula as Prepare Potion: Prepare Potion and Potion Research levels, Job Level, INT, DEX, LUK and the homunculus's Change Instruction.
- The material cost is the same whether 35 or 120 units come out, so the alchemist who invested in the skill gets more than double from the same fragment.
Condensed Potion Throw
- With Soul Link active, the Alchemist gains Condensed Potion Throw in 2 levels.
- Level 1 uses the Compact White Potion and recovers HP. Level 2 uses the Compact Blue Potion and recovers SP.
- The healing applies to the whole party in a 3x3 area, at the cost of a single potion.
- How much each one recovers depends on the recipient's stats: the White restores roughly 1,500 to 2,950 HP depending on VIT, capped at 4,000, and the Blue roughly 56 to 103 SP depending on INT.
- The Compact Yellow Potion went out of circulation: it no longer drops from boxes or is sold in the street shop, and its bottle became the look of the Compact Blue Potion. The ones left in the inventory still heal the same, but appear blue.
Homunculi: full tree and free reset
- Any homunculus can now learn all 16 skills, not just the 4 of its own type. An Amistr can take the Lif's heal, a Vanilmirth can take the Amistr's taunt, and so on.
- The stats remain different: Amistr is still a tank, Filir agile, Vanilmirth magical and Lif support.
- The 4 final skills still require high intimacy and evolution.
- Assistant Alice, in Eden, resets the homunculus's skills for free, as many times as you like, returning all the points.
🛡️ Items and equipment
Ifrit Rings reinforced
- Flame Lord Ring: Meteor Storm damage rises from 10% to 20% and the ring now reduces the cooldown after skill use by 5%.
- Resonance Ring: Storm Gust damage rises from 10% to 20% and the ring now reduces the cooldown after skill use by 5%.
- Zero Ring: the Teleport granted by the ring no longer consumes SP.
Converging Shoes reinforced
- The DEF bonus now rises with every refine, instead of every 2 refines.
- The Shoes now accept 1 card slot, opened by Vila at the Prontera Refinery. They still drop from Beelzebub with no slot.
Valkyrie Mantle reinforced
- The gain per refine was doubled: Neutral Resistance rises 2% per refine (Mages, Acolytes, Swordmen and their evolutions) and ATK rises 2 per refine (Archers, Merchants, Thieves and their evolutions).
- With refine +9 or higher: DEF +5 and MDEF +10.
Combat Knife and Rondel: attack raised to 110
- Both weapons went from 80 to 110 attack, applying to both the regular version and the slotted version.
- The slotted Rondel, which had 70 attack, also goes to 110. Opening the slot no longer costs any damage.
- The effects of both weapons remain the same.
Ancient Magic Scroll: 30 minutes
- All the scroll's effects go from 20 to 30 minutes: Impositio Manus, Gloria, Weapon Perfection, +20 ATK, +20 MATK, the weapon enchantment and the Soul Link.
- Applies to both the purchased scroll and the gift version.
Cards
- Cursed Priest Card: when using spells, 2% chance to recover 7% of the magic damage dealt as SP. The old effect, which drained the enemy's SP on physical attacks, is removed.
- Freeoni Card and Sealed Freeoni Card are now socketed into headgear (Upper). Before, they were weapon cards, and the effects of both remain the same.
- Alarm Card: with the shoes at refine +9, it gains +10% max HP and +10% max SP. The automatic Revealing Flame became optional: when equipping, the card asks whether you want it lit or off, and you can change your mind by re-equipping.
- Manager Card: after-cast delay reduction rises from 2% to 3%.
- @bonus now lists the magic SP steal, so you can check right away what the Cursed Priest Card is yielding.
🗺️ World and hunts
Sanctuary of Illusory Rachel
- The first floor got lighter: the Beholder lost a good part of its health, became very slow and no longer steals SP, so you can ignore it or take it down in one hit without it clinging to whoever is mobbing. The Hodgremlin, which was the toughest on the floor, also lost health, and the monsters in general became less agile.
- The monsters' movement speed was standardized: now they all move at the same pace, close to the player's speed. Before, some ran much faster than others and spread out, which got in the way when gathering everything. Now you can mob the whole group without them separating.
- The Trackers now exist only on the last floor. On the lower floors they gave way to weakened Beholders, which you can even ignore if you want.
- As a result, the SP steal also remains only on the last floor. On the first floors the monsters no longer drain your SP.
- The Spectral Attachment, the garment that drops from the Illusory Night Grief, goes from a 0.35% to 1.5% drop chance. In practice, the boss gave the piece too rarely for the work it takes to defeat it. With 1.5% the hunt remains worthwhile without relying on absurd luck.
- The Hurricane Fury, the axe that drops from the same boss, goes from a 1% to 3% drop chance.
Abyss Lake: monsters return faster
- On the third floor of the Abyss Lake, Acidus, Ferus, Mimic and Ancient Mimic go back to spawning in 2 minutes and 30 seconds, instead of the previous 5 minutes.
- It was the most repeated point in the feedback on the map: you would make a lap and be left with no monsters, and the farm did not pay for the entry cost.
Glast Heim Graveyard: Cursed Priest
- 35 Cursed Priests now roam the Glast Heim Graveyard, sharing the map with the Dark Lord.
- It guards the Banisher and the Black Rosary, both at a very low chance.
- The Dark Lord also now drops the Banisher, and for him the chance is much higher.
💠 Abyss Economy
- The Abyss Expert now trades 30 Crystallized Abysmalite for 1 Abysmalite Fragment. Before, it was 50. This one came straight from your feedback: maps that only drop Crystallized yielded very little compared to those that drop Fragments. Each Crystallized is now worth roughly 65% more.
- Recycling an Abyss Orb with Kelso now returns 2 Fragments and 15 Crystallized Abysmalite, instead of 2 Fragments and 25 Crystallized. The smaller number follows the trade becoming cheaper: 15 Crystallized worth 30 per Fragment give exactly the same as 25 worth 50. The recycling return stays the same as before, nobody loses anything here.
- Salamander and Kasa, in Thor's Volcano, and Necromancer, on the Forgotten Island, had their Abysmalite Fragment DROP rate increased by 20% each. This is a course correction on our part: the nerf we applied earlier to these drops weighed more than we intended, and this increase gives back part of what was taken.
🛒 Cash Shop and VIP
- VIP is cheaper: from 5,000 to 3,500 cash.
- VIP+ is cheaper: from 10,000 to 7,000 cash.
- The Poring Roulette free daily spin now requires VIP+ bought in the Cash Shop. VIP+ received for free (referral, events) keeps all the other benefits, except the spin. Whoever already had active VIP+ when the rule came in keeps the spin unlocked for the time they bought.
🏆 National Team Cup: event ended
- The Lost Star Player campaign has come to an end. There will be no more invasions and the Team bonus stops applying.
- Team Bandana, Cap, Cleats and Bow become costume pieces: they lose the effect they gave while the Team was defended and remain as a keepsake of the campaign.
- The Fan stays in the field south of Prontera until 29/07 so you can spend the Flags and Balls you have left. After that date she leaves the map.
- Her shop now hands out the Team Bow directly, for 15 Flags, instead of the box. The Bow is now permanent: whoever already had one with an expiration date kept it forever.
- Bandana, Cap, Cleats, Bow and National Flag become tradable between players, including trading, player shop and dropping on the ground. The Soccer Ball remains bound to the character.
- The Team drinks and vitamins left in your inventory keep working normally.
🔨 Fixes
- Guild Bonus: DROP Rate now applies. The DROP Rate part of the Guild Bonus was not being applied, only the EXP bonus worked. The active tier now also grants the advertised DROP Rate: +5%, +7.5%, +10% or +12.5%, depending on the guild level and the members online.
- Crafting window in Portuguese. The material list of the crafting window (Prepare Potion and forge) was in English. Now it is in Portuguese.
- The Red Potion recipe appeared asking for "1 Red potion". The correct material is 1 Red Herb.