NPC

Episode 2.0: The Reign of Rigel is here, the biggest ReClassic update so far. Episode 1 went deep; this one spreads out. Below is the news act by act; the full list, with all the numbers and details, is on the Episode 2 page.

Act I: Chefenia

A closed MVP arena, with 37 boss types and 165 monsters alive at the same time. Each death replaces the same monster.

Entrance

  • A portal in Prontera (33, 92) leads to the lobby. The way back exits at Prontera (36, 92). Minimum level 99.
  • Each entry costs 2 Abysmalite Fragments. The first of each character is free.
  • On entering: full heal, Blessing and Increase AGI level 10 for 30 minutes, and 5 Celestial Fly Wings.
  • Dying sends you to the Save Point. The arena charges no experience or zeny penalty on death.
  • The arena does not accept teleport, return, memo, Dead Branch or Ice Wall.
  • Kills in there give no experience. What the arena pays out is materials.
  • Prime hour, from 8 PM to 10 PM: entry for 1 Fragment, +30% drop and sealed card doubled. The drop bonus stacks with the Chewing Gum instead of replacing it.

Lobby

  • Hostess: rest for 5,000z, or 2,500z for VIP, leaving already with Blessing and Increase AGI level 10. Level 5 buffs for 2,500z, storage for 40z and a save point in the lobby.
  • Merchant: consumables, arrows, traps and cannon balls.
  • Chefenia Scoreboard, in Prontera (39, 95): Top 10 kills and Top 10 by combined vigor of the targets taken down, with your position.

The cast and what it drops

  • Common drop for all 37: Blessed Extract 4%, Golden Mystic Granule 4%, Sin Shards 2%, Cursed Steel 1.2%, Bloody Coin and Abysmalite 0.02%.
  • Five big ones, with 2 units each: Beelzebub, Fallen Bishop, Ifrit, Valkyrie Randgris and Memory of Thanatos. On them the Granule rises to 12% and Tyrant's Heart comes in at 3%.
  • Celestial Fly Wing: 20% on the common population, 100% on the five big ones, cap of 20. It does not go to storage and only teleports inside the arena.
  • Each of the 37 has its own sealed card, at a fixed 1 in 20,000, and 1 in 10,000 at prime hour. Gum, drop potion, VIP and guild bonus do not change this rate.
  • The card goes straight to the backpack of whoever made the kill, with a weight check beforehand, and comes out with a global announcement.
  • With the Lantern of the Trail on the target, the sealed card goes to 1 in 13,333, or 1 in 6,666 at prime hour.

Font of Power

  • It lights up in a random cell of the arena and marks the minimap. It stays up for 90 seconds and serves at most 5 players. It reappears 10 to 15 minutes later, with a 10 minute cooldown per character.
  • The blessing lasts 3 minutes, transforms the character into the corresponding monster and only applies inside the arena. The Font's color tells which of the seven is being offered.
BlessingEffect
Fallen Bishop+40% Magic Attack
Kiel D-01-50% skill cooldown
Tao Gunka+100% max HP
DrakeIgnores size penalty and +40% damage against all classes
Moonlight Flower+50% Movement Speed
Queen BeeNo gemstone, ammunition, zeny or SP cost
Phreeoni+50 Attack Speed

The two helms

  • Trial Helm: 12 models, one per class, lent by Commander Roderic. Bard and Dancer share the Artist's.
  • A 6 hour wall-clock charge, running even while you are out of the game. One per head: another only comes out when the current one burns out.
  • The first of the day is free, the account rolls over at 6 PM, and the following ones cost 1 Abysmalite. It can't be refined, sold or traded and doesn't go in storage.
  • Challenger Helm: permanent, refinable and tradable between players. Forged at the Abyss Lapidary with 20 Cursed Steel, 5 Tyrant's Heart, 1 Golden Mystic Orb, 3,000,000z and the class's Trial Helm, which is consumed. It comes out at +0, with all three sockets closed.
  • One Challenger at a time. Whoever sells or loses it goes back to the loaner and pays the whole recipe again.
  • Refining gives no bonus, it opens a socket: +7 the first, +8 the second, +9 the third.
  • Helm and Seal only take effect inside the arena and the boss room.

Seals

  • 10 Seals per helm, 120 in total. Each helm only accepts its own 10.
  • Every Seal gives +25% damage on the class's main strikes, with the helm equipped at +7 or higher. Three sockets add up to +75%.
  • You choose the Seal. There is no draw or rarity: the 10 are worth the same and cost the same. The same Seal can't go into the same helm twice.
SealOwn effect
STR / AGI / VIT / INT / DEX / LUK+30 to the stat
Fury+20% Attack Speed
Guard+25% max HP
Instant-20% after-skill delay
Bulwark-20% damage from Bosses
  • Cost per socket: 10, 15 and 20 Sin Crystal; 20, 30 and 40 Cursed Steel; 1, 2 and 3 Golden Mystic Orb.
  • Re-engraving a socket pays its price again, and the previous Seal is lost.

The sixteen weapons

  • One line per class, weapon level 4 and minimum level 80. ATK 180 on the two-handed ones, 155, 150 and 140 on the one-handed ones, and 70 on the three staves.
  • Each weapon gives +15% damage on the class's skill and a few stat points. They work on any map, without the helm's arena lock.
  • Two sources: the Chefenia Weapon Box, which draws one of the 16, and the lobby counter, at 20 Sin Crystal per weapon.

Abyss Enchant

  • It goes in the weapon's last slot, requires refine +9 and costs 1 Golden Mystic Fragment plus 1 Sin Crystal per attempt.
  • You choose the branch, Physical or Magical. The tier is drawn.
TierChanceWhat comes out
Common73%+15% against one of 13 targets (10 races and 3 sizes)
Uncommon15%the same target, at +30%
Rare10%general damage, cooldown on damage, or two targets at +20%
Mythic1%two effects at once
Mastery0.67%a strike of the class itself, from +25% to +60%
Supreme Mastery0.33%the Mastery with a second effect
  • On Mastery you choose the strike, among those the weapon covers. Changing the strike later costs 3 Abysmalites and does not re-roll the tier.
  • Locking the enchant that is on the weapon is free. Going back to the locked one costs 3 Golden Mystic Fragments. The lock belongs to the weapon, not the character.

Exchange at the Abyss Lapidary

You hand inYou receive
10 Sin Shards1 Sin Crystal
30 Golden Mystic Granules1 Golden Mystic Fragment
30 Crystallized Abysmalites1 Abysmalite Fragment
5 Abysmalite Fragments1 Abysmalite

Abysmalite also breaks back down into 5 Fragments.

Rigel, the Boss of Bosses

  • Each kill in the arena adds 1 point to a server counter, and the progress shows on the screen of whoever is in there.
  • On kill number 5,000 Rigel spawns, and the servant Elisa appears in the arena with her position marked on the map.
  • Rigel: level 99, 24,000,000 HP, Shadow Demon level 4, Large.
  • While she has no living servant, she summons the escort every 30 seconds: 2 Ember Sentinels, which heal, and 2 Heralds of Rigel. A dead servant is not replaced.
  • Guaranteed drop: 5 Sin Crystal, 2 Golden Mystic Orb, 2 Tyrant's Heart and 1 Bloody Coin. Weapon Box 15% and Rigel Card 0.01%.
  • Rigel Card (weapon): +30% damage against Bosses and ignores 20% of their defense. At +9, +40% and 30%.
  • Once Rigel is dead, the escort vanishes and the counter resets.
  • The Redeemed Rigel stays 3 minutes in the center of the room and hands 1 Golden Mystic Fragment and 2 Sin Shards to every living player. Whoever was down does not receive. Whoever had a full backpack receives by clicking on her.

Act II: Old Glast Heim

A party instance, opened by Scientist Edward in Prontera (26, 53), in the Instances category.

Entrance

  • Level 90 and at least one Crossing completed or in progress.
  • Requires a party, capped at 5 members. The leader opens the passage.
  • 3 Abysmalite Fragments, charged only when the entry happens.
  • 12 hour cooldown per character, charged on entry. The instance lasts 2 hours.

Experience

  • 10,000,000 base and 8,000,000 job on talking to Varmundt, after the Corrupted Soul.
  • 30,000,000 base and 24,000,000 job on talking to Hugin, after Amdarais.
  • A total of 40,000,000 and 32,000,000 per crossing, before the Crossing penalty.

Amdarais

  • 2,500,000 HP. He announces his own life on the map every 5 seconds.
  • For every 10% of life lost he summons 6 servants, and the Spirit of Varmundt appears for 10 seconds. Touching it gives the effect of that tier for 30 seconds.
  • The servants are not cleared between tiers, they accumulate. With 15 or more alive, Amdarais drains them all and recovers 1% of max life per cycle.
  • Once the boss is dead, the stairs lead straight to the treasure corridor.

Guaranteed reward

Delivered to the inventory of each member present. Nothing drops on the ground, and with a full bag the delivery is refused and you are notified.

SourceDelivery
Varmundt, after the Corrupted Soul1 Dark Mana
Corrupted Soul1 Golden Mystic Granule and 1 Blessed Extract
1st and 2nd Ruin Commander1 Dark Mana and 1 Granule each
Amdarais1 Dark Mana, 2 Granules and 3 Extracts

Total per crossing: 4 Dark Mana, 5 Granules and 4 Extracts.

Drops

  • Amdarais: Old Card Album 10%, Golden Mystic Fragment 4%, Death Guide 1%, Amdarais Card 0.02%.
  • Corrupted Soul: Old Card Album 10%, Origin of Curse Card 0.02%.
  • Each Ruin Commander: its card, at 0.02%.

Treasure Room

  • Opened by Hugin after Amdarais. There are seven Strange Rifts, each opens once.
  • Each rift always drops 1 to 3 Blessed Extracts, plus 1 to 2 Granules at 25%, 1 Dark Mana at 15% and 1 Golden Mystic Fragment at 2%.
  • Each rift also drops 1 to 4 gemstones of its kind and silver, gold or platinum bars. The zeny comes from selling these.
  • Before taking the party out, Hugin lists what was left behind.

Mana Guardian

  • Appears in Amdarais's room with the boss dead. Trades 150 Dark Mana for the White Knight Card or the Khalitzburg Knight Card.
  • Dark Mana can't be sold to NPCs.

The six cards

CardSlotEffect
White KnightWeapon+15% damage against all classes, and +25% against Medium and Large
Khalitzburg KnightShieldDefense +5 and 30% less damage from Medium and Large
AmdaraisArmor+15% damage against all classes and +15% Magic Attack, losing 666 HP every 10 seconds and 6,666 on unequipping
Origin of CurseAccessoryAttack +40 and a 20% chance per attack to cast Stone, Sleep and Curse in an area
Dead Knight (F)ArmorSTR +3, Attack +7%, +3% Attack Speed, ignores 15% of Boss defense. At +9, another 3% general damage and 7% against Bosses
Dead Knight (M)GarmentINT +3, +7% Magic Attack, -10% after-skill delay, ignores 15% of Boss magic defense. At +9, another 3% general damage and 7% against Bosses

Death Guide

Two-handed sword, 1% from Amdarais. No size penalty, STR +5, AGI +2, Perfect Dodge +20, +10% physical damage, +20% on Tyr's Impact and +10% against Bosses. At +9, another 10% on Tyr's Impact.

Act III: The six temporal dungeons

Six new dungeons at Scientist Edward, in Prontera (26, 53), adding up to 17 maps, 92 new monsters and 7 bosses. The rotating one went from 6 to 12 dungeons: the cheap one of the day rolls over at 6 AM, and each one goes back to being the cheap one every 12 days.

Entrance

  • They require level 90, or 85 from the first Crossing. The rule applies to all twelve.
  • Cost: 1 Abysmalite Fragment on the day's rotating one, 2 to enter alone outside it, 3 to open a portal for the party. The Temporal Pass waives it for 6 hours.
  • Dying on the 17 maps costs 5% of base and job experience, against 1% in the rest of the world.
  • Four deaths in a row send you to the save point, and on the new maps the counter resets when you leave the map.
  • You can't set a save point or memorize a portal in there.

Difficulty rises through damage, not HP

  • From the first floor to the third, the floor's attack reference goes from 520 to 980 and 1,680, that is, it more than triples.
  • On the same path, the HP of the same monster only doubles: the Roween goes from 7,150 to 10,450 and 14,300. Defense goes up 10 points.
  • They also hit and move faster on each floor.
  • Each archetype multiplies the floor's reference: swarm 0.85, disruptor 0.70, agile 0.90, damage 1.35 and tank 1.60. The highest attack on the last floor reaches 2,688.
  • Levels: 88 on the first floor, 93 on the second, 98 on the third, 102 for the tank and 110 for the bosses. Regular monsters respawn in 5 seconds.

What opened

DungeonPropertyFloorsMonstersBoss
Perpetual Ice CaveWater3712Ktullanux
Forgotten Einbroch MineFire3775Reactivated RSX 0806
Cursed Thanatos TowerWind31,027Memory of Thanatos
Dormant Eclage StairsFire3156Time Keeper
Dark Moscovia ForestEarth3946Gopinich
Scaraba HoleEarth2408Golden Scaraba Queen and Corrupted Spider Queen

The Scaraba Hole is the only one with two bosses. The Thanatos Tower is the largest and the Eclage Stairs the smallest, because the monster density per cell is the same and the maps have very different sizes.

The bosses

  • All level 110, with 3,200,000 HP, attack from 7,378 to 11,900, Defense 35 and Magic Defense 35.
  • They respawn 60 minutes after being killed, with up to 10 minutes of variation. The two Queens of the Scaraba Hole, 120 minutes.
  • MVP prize: Treasure Chest 100%, Abysmalite 15% and Old Card Album 10%.
  • Drop: Arcane Gem 100%, the dungeon's core 50%, the exclusive trophy 12%, Star 5%, the class piece 0.75% and the card 0.02%.

Materials

  • Every regular monster drops its dungeon's material at 25%: Ice-Suspended Shard, Jammed Turbine in Einbroch, Vigil Plume in Thanatos, Dormant Glow in Eclage, Jade Leaf in Moscovia and Serrated Claw in Scaraba.
  • Every boss drops its dungeon's core at 50%: Petrified Brine, Sparking Ore, Eye of Rancor, Crimson Lotus, Forest Amber and Golden Wing.
  • Crystallized Abysmalite at 2.5%, 3.5% and 4.5% depending on the floor. Abysmalite Fragment at 0.5%, only on the last.

The seven class pieces

Each boss drops its piece at 0.75%, and it can also be assembled at the Star Divinity.

PieceDrops from
Spy MailKtullanux
Last DragReactivated RSX 0806
Silent Killer and BlightwalkerMemory of Thanatos
BlindsightTime Keeper
Atroce SkinGopinich
God's WordGolden Scaraba Queen
OathboneCorrupted Spider Queen
  • Atroce Skin: from refine +9, lets you choose the property that governs your Acid Terror among Fire, Water, Wind, Earth and Poison. The menu opens on equipping.

The cards

  • 41 cards drop in the six dungeons, all at 0.02%, and today they are the only source for all of them.
  • No first-floor monster drops a card. They start on the second.
  • Per dungeon: Ice 6, Einbroch 7, Thanatos 9, Eclage 7, Moscovia 6, Scaraba 6.
  • 24 of these cards already existed and had nowhere to drop from, because their monsters lived on disabled maps. The other 17 are new.
New cardSlotEffect
Time KeeperHeadgearMagic Attack +30%
Bifröst ManagerHeadgearMagic Attack +8%, after-cast delay -3%
Lichtern AnzusFootgearMagic Attack +20 and +10%
Lichtern KenazHeadgearMagic Attack +5
Lichtern InguzHeadgearMagic Attack +5
Old Damaged BookGarmentMagic Attack +5 for every 10 INT, +10% resistance to Medium and Large
CenereGarmentAttack Speed +2% for every 10 AGI, +10% resistance to Medium and Large
Baba YagaFootgearMax SP +15 per refine level
Wood GoblinGarmentRanged damage +10% and +20 Luck when preparing a potion
LesavkaGarmentWind resistance +30%
MavkaAccessoryFire and Earth magic damage +20%
ScarabaAccessoryMagic Attack +20, max SP -1%
Golden ScarabaAccessoryAttack +20, max HP -1%
Pom SpiderHeadgearAcid Terror +5%, Attack Speed +2%
Arachnid ChariotAccessory10% chance to break the target's weapon and armor
Golden Scaraba QueenHeadgearINT +3, Insect resistance +15%
Spider QueenGarmentEarth and Water magic damage +100%, resistance to all properties -30%, and grants the Abyssal Web
  • Abyssal Web: traps for 30 seconds, reaches 9 cells, uses no Spider Web and has no cooldown, up to 6 webs per caster.
  • Ktullanux Card: +50% damage on Storm Gust and a shorter interval between its hits, without shortening the duration, so each Storm Gust hits more times.
  • Ten cards that the sets of the last patch required come only from here, so Artist, Ambush, Anvil and Omen are no longer a promise.

Path

  • The eight holes that connect the five regions of the Scaraba Hole are back: without them the player was stuck in the region where they landed.
  • Three pairs of internal shortcuts returned to the Einbroch Mine and the Thanatos Tower.
  • The 92 monsters reuse sprites the client already has, so none of them requires a client update.

Act IV: The Star Hunt

A new system that links the temporal dungeons to a store of its own.

  • Every 12 hours, at midnight and noon, the server draws a monster from the last floor of one of the twelve temporal dungeons and announces which one it is. Only it drops Star, at 0.01%, and its spawn is reinforced up to 60 alive on the map.
  • The six new dungeons weigh double the old ones in this draw.
  • The Star Pouch delivers 10 Stars at once, and joined the Deviling's 777 prize.
  • The seven bosses of the new dungeons also drop Star, at 5%.

Star Divinity

  • A new store in Prontera (48, 96), which only accepts Star.
  • Assembles the seven class pieces of Episode 2: each costs 300 materials, 5 cores, 3 trophies, 5 Abysmalites and 10 Stars. It is the alternative route to the 0.75% boss drop.
  • It also sells six retired Roulette pieces, paid with materials from the old dungeons and 5 Stars.
  • It is also where you trade 100 Blessed Extracts for 1 Blacksmith's Blessing.
  • The six materials of the old temporal dungeons got names of their own: Valkyrie Feather, Cold of the Dead, Funeral Tulip, Fire Essence, Dragon Skull and Cold Holy Water.

Act V: The Expedition Guide

An account system, with an NPC in the game and a page on the site.

Contracts

  • Reidin, the Cartographer, is at the Eden Group (19, 21). He hands out the Expedition Contract, one per character, which can't be sold, traded or dropped and doesn't go in storage, cart, mail or auction.
  • Using the Contract opens the Guide from wherever you are, for delivering materials and consulting. Field Marks only with Reidin in person. The Contract doesn't work while sitting or mounted.
  • 219 contracts, one per map with monsters, in 18 regions. No level or class requirement.
  • Closing a contract requires three things: the map's kill goal, at least one kill of each species that spawns there, and the materials delivered.
  • Materials: 3 items that drop on that map plus 1 card from any monster there. A map with little drop charges less, and five maps charge none.
  • The contract closes and pays out by itself the instant the last condition falls. No need to go back to the NPC.
  • All progress belongs to the account. A newly created character is born with the world the others on the account have explored.
  • Kills inside an instance don't count, and the party doesn't share credit: only the player's own kill counts.
  • The journal is on the site, under Expedition, with four tabs: Map, Cities, Album and Marks.

Expedition Seals

An account currency, not an item: it has no weight, doesn't go to storage and doesn't pass between accounts.

AchievementSeals
Regular contract100
Contract of a level 40 or higher map, or with an MVP200
First kill of each MVP of a map, once per account100
Half of a region's contracts, rounding up250
All of a region's contracts750
Golden Seal: whole region plus all its MVPs1,500
  • Charting a region and the Golden Seal come out with a global announcement.
  • MVP is not required to close a contract. It pays extra Seals and counts toward the Golden Seal.
  • Seals buy Field Marks and nothing else.

Field Marks

  • 9 effects on 4 axes give 143 Marks. Targets per axis: 10 races, 10 elements, 3 sizes, 2 classes.
  • The nine effects: Studied Strike (physical damage), Blind Spot (magic damage), High Guard (less damage taken), Breach in the Guard (Defense ignored), Torn Veil (Magic Defense ignored), Cold Aim (critical), Second Wind (SP per kill), Field Lesson (experience) and Spoils Trail (drop, cards included).
  • Not every effect exists on every axis. Studied Strike, Blind Spot and High Guard exist on all four. Breach in the Guard, Torn Veil, Field Lesson and Spoils Trail only on Race and Class. Cold Aim and Second Wind only on Race.
  • Every Mark starts at 7% and rises 2 per Study Grade, up to 15%. Cold Aim is an absolute value, from 7 to 15 critical points. Second Wind is SP, from 1 to 5 per kill.
  • Reidin only sells a target's Mark after the account has faced all of its species. The menu shows how many are missing.
  • The price comes from the target's danger times rarity, rounded to the nearest 50 Seals.
  • There are 4 slots, one per axis, and each slot only accepts a Mark of its axis.
  • Race opens from the start. Element opens with Prontera, Geffen, Morroc and Payon charted. Size opens with the 15 regions that have a city. Class opens with the 18 regions plus 2 closed album pages.
  • Marks stack with cards. Switching Marks or slots only takes effect on the next login.

Study Grades and the Album

  • The Album has 386 cards, in 65 pages of 6, and is retroactive from the server's first day.
  • Only a card with drop provenance goes in, that is, one that was born from a monster and that you picked up.
  • A closed page becomes a Study Grade: 1 for a regular monster page, 2 for a mini-boss, 3 for an MVP.
  • There are 54 regular pages, 5 mini-boss and 6 MVP, so the whole album yields 82 Grades.
  • A Mark's steps cost 2, 4, 6 and 8 Grades, or 20 to take a Mark from 7 to 15. The last step requires at least one closed MVP page.
  • The 82 Grades of the complete album exactly max out the four slots, with 2 left over.

Pipo, the Collector

  • Is at Prontera (49, 65).
  • He pastes into the album the card the album wouldn't see on its own: the bought one, the traded one, the one taken out of a box.
  • The price is the card itself: it disappears from the inventory and becomes a sticker.
  • He only accepts a card that has a sheet in the album, and only one the account doesn't have yet.

Act VI: The Black Market

  • Shady Merchant, in Prontera (62, 72), three cells from the Poring Roulette.
  • He sells only items already retired from the Roulette. What is in the current rotation never enters the showcase.
  • Debut collection: the 8 rings from seasons 1 and 2, among them the Traveler's Magic Ring, Ring of Greed, Greed Hairpin, Merchant's Ring, Fleet Feet Ring, Elemental Ring, Anti Grave Ring and Perfect Forge Ring.
  • A showcase of 6 pieces, 1 to 3 units each, rotating every 24 hours with a server announcement.
  • A sold-out piece returns in 2 to 3 days. In the information menu he says in how many days each one returns.
  • One purchase of each piece per account, forever. A piece already bought stays in the showcase showing 0 units.
  • Price in zeny plus Abysmalite, with 70% of the cost weighing on the Abysmalite.
  • The price is readjusted hourly according to what sells and what gets stuck, and is never static. The value reference comes from real Marketplace Cash sales over the last 30 days.
  • Discount and Overcharge now apply to the zeny price at the trade counters, in the showcase and at checkout.
  • Piece-for-piece trade: a 55% chance per rotation that there is one that day, with stock 1. You hand in the ring of lowest value and pay the difference.
  • With the showcase empty, he disappears from the map until the next restock.

Act VII: The Poring Roulette, season 3

The categories

  • Ghostring's Royale Rings: a new cast, 6 pieces, all Costume Accessories. The chance per spin rises from 0.50% to 0.75%.
  • Deviling's 777: chance from 0.25% to 0.50%, and the cast becomes +9 Refine Ticket or Star Pouch.
  • The Misc category drops from 80.25% to 79.75%. Angeling's Jackpot, Grand ArchAngeling, Super Poporing and Shopper stay the same.
  • Each spin still costs 1 Poring Coin and yields 1 Anti-Bad Luck Ticket.

Anti-Bad Luck Ticket Counter

TierBeforeNow
Deviling's 777480360
Ghostring's Royale Rings320240
Angeling's Jackpot240180

The two lower tiers left the counter, Grand ArchAngeling (80 Tickets) and Super Poporing (30 Tickets).

The six pieces of Ghostring's Royale Rings

  • Super Kafra Ring: with the switch on, all gathering goes straight to storage instead of the backpack, and the ring keeps a record of the last 30 pickups. It doesn't work in WoE, PvP or the Battlefield, and with storage full the item goes back to dropping into the backpack.
  • Provider's Ring: 4 consumable slots. Each slot has a trigger number and an amount to restock, and the ring pulls from storage by itself when the amount reaches the trigger. Reconfigure with @provedor, without unequipping.
  • Memory Box: opens a menu to choose among the 8 Memories, no draw.
  • Contract Necklace: marks up to 3 monsters at once, one color per slot, and paints on the minimap all their specimens on the current map, capped at 20 marks per target. Marking an MVP sets a 20 minute cooldown, which only blocks marking another MVP. @contrato.
  • Lantern of the Trail: locks onto one prey at a time and gives +10% on all its drops, with the card chance doubled. A quota of 1,000 kills per day summed across the prey, and as soon as the card drops the scent sleeps until the day rolls over. Switching targets is free. @lanterna.
  • Hunting Gloves: count kills per species on the piece itself. For every 1,000 kills of the same species, +1% drop on it, up to +10% at 10,000. The history follows the gloves through any trade. @luvas.
  • The Gloves' bonus stacks with the Lantern's. The card doubling belongs to the Lantern alone.
  • None of the three works in the War of Emperium.

The eight card sets

One per class, with a card in each slot. The bonus only applies to the indicated class.

SetClassWhat the set gives
ArtistBard and Dancer+15% on Melody Strike and Slinging Arrow, ignores 10% of the defense of all races, +3 Attack Speed, -15% after-cast delay, +10% ranged damage, DEX +3, and a 20% chance to apply Broken Rhythm, which takes 25% of the target's speed for 5 seconds and works on Bosses
AmbushRogueZeroes the Back Stab cooldown, ignores 10% of the defense of all races, -10% after-cast delay, +3 Attack Speed, +10% melee damage
AnvilBlacksmith+20% on Mammonite and Explosive Mammonite, ignores 10% of the defense of all races, +3 Attack Speed, +10% melee damage
OmenWizardCritical +15, +10% and another 40 Magic Attack, -10% after-cast delay, -10% max HP
FurnaceMonk+40% on Occult Impact, +15% on Asura Strike, -10% after-cast delay, Occult Impact without a spirit sphere, +20 Luck when preparing a potion. At +9, another 20% and another 5%
RamKnight+30% on Brandish Spear, +20% on Tyr's Impact and Pierce, ignores 15% of the defense of all races, up to +12% damage from base STR. At +9, another 15% against Medium and Large
AlembicAlchemist+30% on Summon Marine Sphere and Acid Terror, -50% cast time and half the cooldown on Marine Sphere, -10% after-cast delay
PrismSageGrants the four Rifts with +20% damage each, up to +18% Magic Attack from base INT, -20% after-cast delay. With Footgear and Garment at +9, another 15% magic damage on all properties
  • Solar Rift, Glacial Rift, Cyclonic Rift and Tectonic Rift: four new Sage skills, one per property, granted by the Prism Set. They target a 5x5 area on the ground up to 9 cells away, with no cast time, and deliver 7 hits totaling 700% Magic Attack for 50 SP.
  • Cross Set (Crusader), which already existed, had its numbers redone: +30% on Crux Magnun and Crux Sanctum, STR +2, INT +2, Defense +2, -10% SP cost, -10% cast time and +15 Cross Guard.
  • The Angel Set bonus left the set and went to the headgear itself, so it applies without requiring all four pieces.

Outside the gates

The Memories

Eight new Costume Accessories, each color with a fixed bonus of its own and two engraving slots.

MemoryOwn power
Golden+3% max HP
Crimson+3% melee damage
Emerald+3% ranged damage
Sapphire+3% Magic Attack
Amethyst-3% after-cast delay
Pearly+3 Defense
Turquoise1% chance to convert 3% of magic damage dealt into SP
Rosy1% chance to convert 3% of physical damage dealt into SP
  • The Artisan, in Prontera (92, 66), engraves into each slot the effect of one of the eleven absorbable costume rings.
  • Engraving costs 5 Abysmalites, no Orb. The ring is not destroyed: it is kept inside the module and comes back whole when you remove it, which costs another 5.
  • The Memory can't be sold to an NPC, and what is engraved goes with the piece through any trade.

The Monk's chain became a single thing

  • Asura Strike keeps the chain's target as a reserve, so walking or leaving range no longer cancels the strike.
  • The window to follow up went up to 10 seconds, and the Asura pressed with the chain still running is queued instead of discarded.
  • The Chain Crush Combo used outside the Triple Attack window became the switch for automatic chaining: it spends no SP or sphere, is per character and survives logout.
  • Closing with the Formal Cap +7 a chain started by the Combo Finish, the Asura hits a 5x5 area, comes out with a third of the damage, returns half of max SP and grants Fury. A chain chained by hand gets none of this, even with the headgear.

1 Million Zeny Coin

  • At the Marketplace Manager's little shop, in Prontera (73, 70). It costs 1,000,000 and he buys it back for the same value.
  • Discount, Overcharge, Inflate and the Merchant's Ring don't change the price, and no other NPC buys it. Tradable, storable and goes by mail.
  • There are 16 stamps with the same function and the same price, drawn at purchase. On buyback he consumes the most common ones first.

Train while you play (VIP+)

  • A new option at the Training Target, in Eden. Training runs with the character free, at the online training rate with the VIP+ multiplier, for the whole stamina, up to 12 hours.
  • Logging out doesn't cancel: the XP of the trained stretch comes in right away and the rest of the stamina resumes at the next login, without talking to the NPC.
  • It ends by itself with the stamina at zero and doesn't restart. You can end it earlier, receiving the proportional amount.

Damage Calculator

  • At Database > Calculator, on the site. 123 strikes covered, with the formulas ported from the emulator: weapon roll, size penalty, DEF and VIT reduction, element table and cards.
  • Includes magic critical, MVP power scale, MATK per staff refine, Training and Crossing.
  • The target comes from the server's monster database, with the real stats, and each strike shows on screen what the calculator doesn't model.

Loose adjustments

  • Loose Card moved from the real Lower slot to Costume (Lower), keeping the DROP Rate +3%. Anyone with it equipped will find it unequipped, and just needs to equip it again. It also joined the Stylist, with 16 colors besides the original.
  • Every auction runs to the end of its term: instant purchase left the Character Bazaar, and the minimum term became 1 day. Listings already up keep the instant purchase until they close.
  • Favorites are no longer sold by mistake: an item marked as Favorite disappears from the NPCs' sell list, both on those that buy for Zeny and on the trade counters.
  • No counter trade requires VIP: the only locked item was the Ancient Magic Scroll, which stays at 2 Abysmalite Fragments and is now open to everyone.
  • The Scientist Edward menu was split into Temporal Dungeons and Instances.

The full Episode 2 list, with all the details and numbers, is on the Episode 2 page: the arena boss by boss, the helms, the seals, the drops and the cards.