NPC

🥋 Monk: reworked combo, with the new Final Combo skill

  • Combo chaining was completely reworked, and the Monk gained a new skill.
  • Final Combo, a new platinum skill. Permanent and available to every Monk, with no Soul Link needed (it is the old Dragon Combo, renamed and reworked). With a single command it fires the whole chain on the target (Triple Attack, Chain Combo and Last Dragon), with the name of each hit showing. It grants all 5 spirit spheres at once, but does not activate Fury. It costs only SP, has its own icon and does not work in War of Emperium.
  • Chain Combo now follows Triple Attack on its own. When Triple Attack procs on the normal attack, Chain Combo comes out instantly, without you pressing anything, and Last Dragon is one button away. If you prefer to keep hitting instead of finishing, the combo recycles and the sequence starts over.
  • With the Formal Cap +7, Asura closes the Final Combo and sustains itself. Asura Strike still requires Fury, always, in any situation. What changes: wearing a Formal Cap refined to +7 (base, Unstable or Welcome), when Asura closes a chain started by the Final Combo, it returns 50% of your max SP, grants Fury and deals 70% less damage. With half your SP back and Fury in hand you can repeat the sequence (Final Combo, Asura, Final Combo), which makes Asura continuous damage. Chaining the sequence by hand, even with the hat, Asura is the classic: full damage and it consumes all SP.
  • Monk's Spirit: +50% damage on all combo skills. Under Soul Link, Triple Attack, Chain Combo, Last Dragon, Dilemma and Chain Crush Combo hit 50% harder. In exchange, the Soul Link no longer gives Last Dragon an area: that was redundant, because the Formal Cap already makes the three combo skills hit in an area, and all three, not just one. The split is now clean: the hat handles the area, the Soul Link handles the damage.
  • Looser timing to finish. After chaining the sequence you have a window of a few seconds to follow up with Asura, which comes out instantly, with no cast. Last Dragon also no longer locks the character and stopped consuming a spirit sphere (spheres are now needed only for Asura).

🏹 Hunter: Aerial Barrage, the Soul Link's new skill

  • The Hunter's Soul Link gained a real skill, Aerial Barrage, a volley of 4 shots that the hunter fires together with the falcon.
  • It behaves like Double Strafe. For damage purposes, it is a Double Strafe: everything that increases Double Strafe damage (cards, headgears and any other effect) increases Aerial Barrage by the same amount, and the base damage is the same as Double Strafe.
  • Ignores Defense according to Luck. Aerial Barrage itself ignores 1% of the target's Defense for every 5 points of total Luck (LUK) (for example, LUK 100 ignores 20% of Defense). It stacks with the critical Falcon to reward the Luck build.
  • Freely usable, on any target. It does not need to be chained with anything and hits any monster (before, it was a niche hit that only worked against Brute and Insect). You only need to be under the Hunter's Soul Link.
  • Its Falcon can crit, for double damage. Just like on Double Strafe, using Aerial Barrage with the Sniper's Apple equipped summons the Falcon, with the same chance. The difference is that the Aerial Barrage Falcon can crit, unlike the regular shot: the chance comes from Luck and, when it crits, it deals double damage. It is the crit build path the skill opens up for the Hunter.

✨ Magic Crit: spells can now crit

  • Until now only physical attacks could crit. From this patch on every magic skill can crit, and LUK stops being a dead stat for those who play as a caster.
  • The chance is the same as the physical crit, the one already shown in your status window, and it comes from LUK: about 0.33% per point. In practice, LUK 30 gives around 11%, LUK 60 gives 21% and LUK 99 gives 34%.
  • When the spell crits, its damage increases by 40% and the hit ignores 20% of the target's Magic Defense. It applies to all magic skills, including Corrupted Heal.
  • Unlike the physical crit, which ignores all Defense, the magic crit ignores only 20% of Magic Defense. A target with a lot of MDEF is still a hard target, but the crit pierces a piece of that protection on top of adding the 40% damage.
  • Skills that hit multiple times (Storm Gust, Meteor Storm) roll the crit on every hit. Buffs that give LUK, like Gloria, increase the chance while they last. Only players crit with magic, and targets in plant mode remain immune.
  • The Critical Damage perks from Training (LUK at milestones 10/25/50/75/100: +4%, +6%, +8%, +10% and +12%) and from Rebirth (LUK fragment: +3% per crossing, up to +9%) now apply to the magic crit as well, at the same value and with nothing to redo. With both maxed, the magic crit deals 61% more damage instead of 40%.

⚗️ Arcane Infusion: weapons now choose between Physical and Magic enchant

  • When infusing a weapon at the Arcane Blacksmith you choose the enchant type: Physical (what has always existed) or Magic. The choice is not permanent: to switch, just infuse again, remembering that this rerolls the current attributes.
  • The two are mirrors: same cost, same Common list, same number of attributes (1 to 3) and same rarity chances. The swap happens at Uncommon and Rare.
  • At Uncommon, the physical damage by race, size and element gives way to magic damage by race, size and element (+1% to +15%), and critical damage gives way to healing power (+5% to +20%).
  • At Rare, drain SP on attack gives way to drain SP on cast (2% to 3% chance to recover 7% of the magic damage as SP, the same effect as the Cursed Priest Card). All Sources Damage and fixed attack speed remain the same in both.
  • The Rare tier got stronger in both enchants: fixed attack speed went up from +2/+3 to +3/+4, and After-Cast Delay Reduction of +4% to +8% came in, well above the +2% to +3% of Uncommon (it never comes out repeated on the same weapon).
  • Defensive pieces (armor, garment, footgear and shield) remain as they were.

🃏 Card sets: Artist, Ambush, Anvil and Omen

  • Seventeen cards that nobody equipped gained a new effect and became four sets, one card per slot, built to add up with what the class already uses.
  • Read first: the new effects are already live on the server, but most of these cards come from monsters that live in maps that are still closed. Until those open, there is no way to hunt these cards. Today you can farm four: the Goat Card (Juno fields), the Kapha Card (Amatsu fields), the Cursed Tree Card (Niflheim) and the Laurell Weinder Card (Somatology Laboratory). The rest arrive together with the maps: Ice Cave, Einbroch Mine, Thanatos Tower, the Einbroch and Hugel fields, and Moscovia.

Artist Set (Bard and Dancer)

  • Maero of Thanatos Card (weapon): +20% damage on Slinging Arrow and Melody Strike and ignores 5% of the defense of any monster. Each copy on the weapon stacks.
  • Mineral Card (armor): +5% max HP for any class. Bard and Dancer gain another 5% HP and +15% on both skills. It no longer reduces your attack.
  • Roween Card (garment): -5% SP cost on all skills. Bard and Dancer gain another 5% reduction and cut 10% of the damage taken from Neutral.
  • Kikimora Card (headgear): +5% damage on Slinging Arrow and Melody Strike.
  • Baroness of Retribution Card (accessory): DEX +1 for any class. Bard and Dancer gain DEX +3, +1 Attack Speed and +5% damage on Slinging Arrow/Melody Strike.
  • With all five: another 15% damage on Slinging Arrow and Melody Strike, ignores another 10% of defense, +3 Attack Speed, -15% after-cast delay, +10% ranged damage and DEX +3. On top of that, when you land a hit you have a chance to leave the target in Broken Rhythm: it loses 25% movement speed for 5 seconds, and this works on bosses.

Ambush Set (Rogue)

  • Lady of Comfort Card (weapon): +20% damage on Back Stab and Raid and ignores 5% of the defense of any monster. Each copy on the weapon stacks.
  • Lady of Shelter Card (armor): +5% max HP for any class. Rogue gains another 5% HP, +20% on both skills and +5% melee damage.
  • Ice Titan Card (footgear): +5% max HP for any class. Rogue gains another 5% HP, +10% melee damage and +1 Attack Speed.
  • Gazeti Card (accessory): AGI + 1 for any class. Rogue gains AGI + 3, +1 Attack Speed and +10% on both skills.
  • With all four: Back Stab loses its cooldown entirely and its pace becomes your attack speed, in place of the fixed 1 second. Those who invested in AGI and speed equipment feel the difference right away. It comes with another 10% armor piercing, +3 Attack Speed, +10% melee damage and -10% after-cast delay on all skills.
  • Without the set, Back Stab keeps its usual 1 second cooldown. The set is what removes the lock and lets attack speed take over.

Anvil Set (Blacksmith)

  • Ores Card (weapon): costs 5 Defense for any class. In return, the Blacksmith gains +25% damage on Mammonite and Explosive Mammonite and ignores 5% of the defense of any monster. Each copy on the weapon stacks everything, including the Defense loss. It no longer drains your SP when equipped.
  • Goat Card (armor): +5% max HP for any class. Blacksmith gains another 5% HP, +10% melee damage and STR +2.
  • Kapha Card (garment): cuts 5% of the damage taken from Neutral for any class. Blacksmith cuts another 5% and gains +2 Attack Speed and +5% melee damage.
  • Grove Card (accessory): STR +1 for any class. Blacksmith gains STR +3, +1 Attack Speed and +20 ATK.
  • With all four: ignores another 10% of the defense of any monster, another 20% damage on both Mammonites, +3 Attack Speed and +10% melee damage. Explosive Mammonite hits an area, so the gain shows up against groups of monsters, not just the target.

Omen Set (Wizard)

  • Laurell Weinder Card (weapon): +20% damage on Storm Gust, Meteor Storm and Lord of Vermilion, ignores 5% of the Magic Defense of any monster and cuts 3% of the after-cast delay. Each copy on the weapon stacks.
  • Obsidian Card (armor): +5% max HP for any class. Wizard gains another 5% HP and +5% MATK.
  • Cursed Tree Card (headgear): +2 Magic Defense for any class. Wizard gains CRIT +2 and +2% MATK. It fits all three headgear slots and stacks in each.
  • Anopheles Card (accessory): INT + 1 for any class. Wizard gains INT + 3, +3% MATK and +25 flat MATK.
  • With all four: CRIT +15, +10% MATK, +40 flat MATK and -10% after-cast delay, at the price of 10% of max HP.
  • The set exists because of Magic Crit: since the chance to crit a spell is your normal crit chance, CRIT now matters for those who cast, and that is what Omen bets on.

🧠 INT Training: SP Regeneration becomes a skill cost discount

  • The fourth option of INT training stops being SP Regeneration and becomes Skill SP Cost, the same effect as the Pharaoh Card: -4% at milestone 10, -6% at 25, -8% at 50, -10% at 75 and -12% at 100, reaching -40% when picking at all five milestones. It stacks with the Pharaoh Card and with any other item that reduces SP cost.
  • The other three INT options (After-Cast, MATK and Max SP) remain the same. Those who already chose SP Regeneration can switch at the Training Master, under Redistribute Perks, for 1 Amnesia Crystal.

🔮 Banisher: now accepts the Elemental Insignia

  • The Banisher staff joins the Elemental Insignia system of the Prontera Craftsman, along with Last Regret and Light of Recovery. The chosen property governs Magnus Exorcismus: Fire, Water, Wind, Earth, Shadow or Undead, and the default property remains available for free.
  • The rules are the same as the other two: staff at refine +9, Insignia in the 3rd slot, 5 Abyssalites and 1 Golden Mystic Orb per property, awakened one at a time.
  • It serves to take Magnus Exorcismus out of the Holy box: against a target that resists Holy, the skill was a card out of the deck.

🌌 Astral Mantle: the Elemental Insignia arrives for Ancient Spirits

  • The Astral Mantle joins the Elemental Insignia system of the Prontera Craftsman. The chosen property governs Ancient Spirits: Fire, Water, Wind, Earth, Shadow or Undead, and the skill's original property remains available for free.
  • Same rules as the staves: mantle at refine +9, Insignia in the 3rd slot, 5 Abyssalites and 1 Golden Mystic Orb per property, awakened one at a time.
  • It is the first Insignia to go on an armor, not a weapon. Since Ancient Spirits is Ghost property, the skill hit poorly against anything that resists Ghost and is now no longer stuck with that.
  • In the property menus, the "Default" option now shows the skill's real property. Where it used to read "Default", it now reads Holy on Last Regret, Light of Recovery and Banisher, and Ghost on the Astral Mantle.

👻 Haunted Touch: a new accessory for Ancient Spirits

  • Haunted Touch, an accessory for Mage, Wizard, Sage and Super Novice, with 1 card slot and no level requirement.
  • Grants MATK +5%, DEX +2 and INT + 2.
  • Increases Ancient Spirits damage by 25% and cuts 0.63 second from the skill's after-cast delay. At level 10 that is a third of the interval; at lower levels the cut weighs even more, because the discount is fixed.
  • Where it drops: bosses only, and only the two Ghost property ones: Night Sorrow (3.5%) and Supreme Serpent (2.5%).

🪄 Possessor: the staff that bets on crit

  • Possessor, a Wizard staff, weapon level 4, from level 45, with 2 card slots.
  • Grants MATK +15%, INT + 3, CRIT +5 and +15% Magic Crit damage.
  • At refine +9: another CRIT +10 and another 15% Magic Crit damage.
  • Also at +9, when you deal magic damage you have a 5% chance to be seized by a Possession for 5 seconds, and while it lasts every spell comes out as a crit.
  • Where it drops: for now only from the Dark Lord (0.2%). With Episode 2 it will drop from other monsters too.
  • It exists because of Magic Crit: it is the first equipment designed for this build, and the CRIT it gives counts for both the spell and the hit.

🐾 Pets: the Baby Desert Wolf now evolves

  • The Baby Desert Wolf now becomes a Desert Wolf. As with the other evolutions, the little critter must be Loyal and out of the pet accessory.
  • Recipe: 10x Pet Food, 3x Dried Bone, 300x Desert Wolf Claw, 100x Blue Herb and 1x Desert Wolf Card.
  • Loyalty bonus of the evolved form: INT +3 and max SP +150 (the cub gives INT +1 and max SP +50).
  • Unlike the previous evolutions, this one keeps the skill of the base form (it keeps attacking with Provoke) and preserves loyalty at the top. The Eternal Bond Ritual remains valid after evolving.

♻️ Rebirth: Super Novice Apex Mantle

  • The Super Novice now has an Apex Mantle, with the look of the Hyper Novice. As with the other classes, you must have completed the three Crossings and talk to the Valkyrie.
  • The mantle is appearance only: attributes, skills and class remain those of a Super Novice. You can wear it and stow it whenever you want.

🔧 Adjustments

  • Cookie Card: increases Lex Divina damage by 25% (it was 10%). It still gives LUK +2 and equips in the accessory slot.
  • Parasite Card: in place of DEF +1 and the Neutral resistance, it now gives +10% max HP. Still on the shield.
  • Jirtas Card: moved from the shield to the footgear, with DEX +2 and, at refine +9, +10% max HP and SP. For Bard and Dancer, it also gives +20% damage on Slinging Arrow and Melody Strike and +10% SP regeneration.
  • Mutant Dragon Card: stopped giving ATK +15 with automatic Fire Ball and now reduces damage taken from boss monsters by 30%.
  • Aspersio Scroll and Cursed Scroll: last 1 hour (they were 30 minutes).
  • Abyssal Orb: on the Abyssal Bone Helm +9, the bonus now also applies to Holy Cross, at the same percentage as Crux Sanctum (2% on Orb I up to 30% on Orb X), and stacks with the helm's own 35%.
  • Wizard's Spirit, Mystical Amplification: with the Soul Link active, Mystical Amplification now applies to the next 5 spells instead of only the next one, within the same 30 seconds of duration. Before, a teleport or a canceled cast already burned the whole buff.
  • Axe Tornado: with no cast time, it comes out instantly. In return, the cooldown went up from 2 to 3 seconds.
  • Mammonite and Explosive Mammonite: +25% damage at all levels (from 150% to 187% at level 1, from 600% to 750% at level 10). The Zeny cost remains the same.
  • Light of Recovery: also opened to Novice.
  • Cash Bazaar, Buying Store: inside the Prontera Cash Bazaar, the Buying Store now works in Cash. Setting up your store there, the budget you define comes out of your Cash Points and whoever sells to you is paid in Cash instantly. The sign shows with the [Cash] tag, and the game announces the wing's currency both when you open your store and when you enter someone's store. Outside the Bazaar, the Buying Store remains in Zeny as always. Remember that the skill only accepts consumables and materials, never equipment, and that did not change.
  • Yin Yang Barrettes: are tradable again (they can be sold, traded and sent by mail).
  • Gepard Shield: the anti-cheat is active again. A conflict between it and our client brought the game down a few seconds after entering the map, and that was fixed. Along with it, the mouse cursor goes back to the game's default: the custom cursor that came in our package was read by the anti-cheat as a modified file.

🔨 Fixes

  • Eden Group, Tunnel Fisherman: the mission sent you to hunt Sea Horses but charged Octopus Ink, which it does not drop. Now it asks for 40x Gill, which drops from the Sea Horse itself.
  • Ethereal Step (Super Novice): through the Celestial Angel Wings, it no longer requires a spirit sphere or Fury, requirements that made the skill impossible to use. The SP cost remains the same and nothing changes for the Monk.
  • Cash Bazaar: the sign of vending stores showed the tag twice ([C] [Cash]). Now it shows only [Cash].
  • Solemn Suffragium: the charge is only consumed when there is real cast time to reduce. Fly Wing, Golden Fly Wing and Teleport stopped burning charges for nothing. The description of the Arcane High Wizard's Hood was adjusted along with it.