NPC

MVP Hunt: the Enraged

The game's 41 MVPs can now respawn in an Enraged version. It is not an extra boss and does not create another spot on the map: it takes the same slot, in the same place and with the same respawn time as the regular MVP. Each type alternates its own cycle between regular and Enraged. The first spawn after the server restarts is still regular; in the Guild Dungeons, the cycle always spawns Enraged.

The difference shows from afar. The name gets “Enraged”, the server announces where it awoke, and the monster keeps the visual fury effect along with a red aura. The fury is purely visual and does not inject the skill's attack bonus.

The Enraged has four times the original HP, a general 90% reduction of damage taken, more speed and attacks that do not miss because of FLEE or Perfect Dodge. It keeps the skills and the minions of the original MVP, uses its repertoire more often and gained a Charge with a visible cast before the advance.

Damage was limited in both directions. After the general reduction, a hit received has a soft cap at 20% of the Enraged's HP: above that, only 25% of the excess still goes in, up to the absolute cap of 40%. This holds back the burst without making Asura Strike useless. On the other side, no hit from the Enraged takes more than 30% of the player's max HP after DEF, MDEF, Steel Body and other reductions. The intent is to require a prepared party, without creating unkillable bosses.

Whoever conquers the MVP, that is, whoever dealt the most damage, directly receives a tradable Mark of that Enraged. The common drops and the EXP of the original MVP are doubled; the card chance does not get a special multiplier. In the MVP Ranking, a regular kill is worth 1 point and an Enraged is worth 10 points.

The records also reveal 41 true Enraged Cards, one for each MVP of the hunt. They do not replace the normal cards, which can still drop at the natural chance. The Enraged Cards will be obtained exclusively with the corresponding Marks. Their effects, for now, are still a mystery.

The timers panel also now identifies whether the living MVP is Regular or Enraged. While it awaits respawn, the panel tells which form will spawn in the next cycle.

War of Emperium: the War Character

WoE enters ReClassic with its own rule, and it is not a restriction stuck onto the castle: it is a separate character. You create one from scratch, talk to the Recruiter at the training grounds, and from there on it is an Emperium Warrior forever. There is no going back.

What the Warrior is:

  • Only wears classic equipment. Costumes remain free; accessories and other functional pieces follow the classic list
  • Does not rebirth and does not train. The Valkyrie and the Training Master do not talk to it
  • Does not use the exclusive combat skills we created here.
  • Cards are allowed, any of them, except MVP cards and Sealed cards inside the castle
  • All of the server's skill rebalancing remains in effect. The War is classic in equipment, not in combat
  • Must use the rank title: Vanguard or Veteran

At enlistment you choose how you enter, and this choice also has no going back:

  • Vanguard: gains 50% less experience, receives 20 stat points right away and has a 15% natural drop bonus
  • Veteran: gains 90% less experience, receives 50 stat points right away and has a 30% natural drop bonus

Against an MVP, the rank penalty still applies. The calculation is done in this order: the server takes the EXP that a conventional character would receive, multiplies it by 10 and only then applies the rank penalty. If the MVP would pay 100,000 EXP, the Vanguard receives 500,000 (100.000 × 10 × 50%) and the Veteran receives 100,000 (100.000 × 10 × 10%). Drops that are not cards remain doubled. Cards keep the base chance, added to the rank's natural bonus.

On the website, a discreet icon identifies the character's rank. The Ranking gained its own area for the War, with rankings for combat, achievements, attendance and level.

And the War is a truly separate world: Vanguard and Veteran can form parties and guilds among themselves, but not with a regular character. Buffs, healing, summons and skill units also do not cross between the two worlds. The EXP protection considers any conventional participation: dealing damage, receiving an attack, becoming a target, being chased, taunting or using a skill on the monster. From the first interaction on, that monster grants no EXP or MVP advantages to any War Character, even if the conventional character does not land a single hit.

Conventional benefits do not enter this profile. Expedition Marks, Campfire, Eden Scroll, Blessing, Gift and Soul Link from Alice, Proving Grounds, pets, Homunculi, Mercenaries and consumables banned in GvG do not work on a War Character, not even when the effect would be activated before entering the castle.

The Soul Link block is absolute: Vanguard and Veteran do not receive the effect from any source, including the Ancient Magic Scroll. They also cannot become a Super Novice or learn the extra guild skills, such as Arcane Step and Arcane Return for the Wizard, Roll for the Hunter and Axe Vortex for the Blacksmith.

In place of Alice's conventional buffs, this profile receives the Alice's Commendation Scroll. Each scroll grants 30% base and job EXP for 30 minutes and only works on War Characters. The Commendation has its own unlock in Alice's panel and, while it is available, Alice restocks up to three scrolls.

The castle also only opens for them. Anyone who is not a Warrior returns to the save point when entering. Mixed guilds do not enter either: all members must be War Characters.

The War castles are Eeyolbriggar, in Geffen, and Skoegul, in Prontera. Two small castles, one in each region, chosen so the contest fits without turning into a chase after someone you cannot find.

Both Wars use the classic format. The days and times will be announced before the debut.

Classic equipment at refine +9 or higher can receive two upgrades of its own:

  • Classic Abyss Orbs: occupy the fourth slot and are now chosen before the cutting. Each attempt costs 4 Abyssalite, has an 8% chance of delivering the finished orb and, otherwise, grants 1 Prismatic Shard. Eight shards can be exchanged for the chosen orb
  • Classic Arcane Infusion: applies its own random options, costs double the resources of the regular infusion and makes the higher results rarer

The regular versions of Orbs and Infusion can remain visible on the equipment, but grant no bonus to Vanguard or Veteran. A Classic upgrade, in turn, prevents the piece from being used by conventional characters.

And there is a prize. The Emperium Crown is an upper costume bound to the winning account, cannot be traded and will never be in any shop. Any character of that account can equip it. It gives 15% DROP, 15% EXP and 15% damage against Bosses during Season I.

The crown is won by the guild. Holding a castle until the end of the War is worth 3 points; breaking the Emperium without managing to hold is worth 2, once per War. Each War is worth one result, not the sum of the two. At 30 points, 15 crowns open for the guild: one for the leader and fourteen that he distributes among the members he wants, whenever he wants.

Past 10 points, every War the guild finishes without any castle takes away 1 point, and above 20 it takes away 2. A War in which no other guild showed up counts for nothing: it gives no points and takes none away.

What comes in the chests we will tell you later.

Training: offline opened up, and Away Training became everyone's

Nobody could train a second character without giving up the main one's training. Anyone with VIP+ could leave another character offline, but earning half, so it was never worth it. And those without a subscription had to keep the game open in front of the screen. We changed both ends.

  • VIP+: offline training now yields 600 XP per hour, the same rate as its online training. Since each character schedules its own, you can leave the entire account training at the same pace as the main.
  • VIP: now also has offline training, at 300 XP per hour.
  • Everyone: the @autotreino command is no longer exclusive to VIP+. Start an online training and type @autotreino: the character keeps training at the online rate even after you close the game. While it is like this, the account is occupied, so logging in any character of it ends the training and credits the XP.
  • The Training Wands now work in offline training, for VIP and VIP+. The boost applies the same as online and consumes the same hours.

In practice these are two ways to train without being in front of the computer, and the choice is yours: @autotreino yields at the online rate but ties the account to one character, and offline training leaves the account free for you to play with the others.

It works on both usual paths: through the Training Target in the Eden Group and through the Training panel on the website. If you collect the training through the website, the wand's boost is applied when you log in the character.

Training Serums

Stamina closes at 12 hours and it is what limits how much you train per day. Three consumables come in that add training time outside of it. All three feed the same reserve; what changes is the size and where you get them. The three are named after what the body releases to endure more: dopamine, endorphin and adrenaline.

  • Dopamine Serum, +6 hours: in the Cash Shop. It is worth 6 hours per day across the whole account, so it is one per day. If the account has already used the 6 hours, it is not consumed and stays in the inventory for tomorrow.
  • Endorphin Serum, +12 hours: enters the Angeling's Jackpot, the 1% category of the Poring Roulette, in place of the Golden Orb. The Orb is still assembled at the ore bench of the Mineral Specialist, in Prontera, with 1 Abyssalite and 5 Golden Mystic Fragments.
  • Adrenaline Serum, +24 hours: enters the Deviling's 777, the 0.50% category.

The reserve goes past the 12-hour limit and does not expire.

The consumption order is fixed: first your normal stamina, and only then the reserve. The bar comes first because it is the only one that recovers on its own and the only one with a cap, so spending it first makes room for recovery instead of leaving you idle with a full bar. Two things follow from this: taking a Serum with full stamina wastes nothing, and the reserve is only touched when the session goes past your bar.

They work in any mode: online training, Train while I play, @autotreino and offline training. With a full bar and an Adrenaline Serum, the maximum length of a session goes up to 36 hours. Taking one Dopamine Serum per day, the sustainable total goes from 12 to 15 hours of training per day. @treino and the Training panel on the website show how much of the reserve remains.

Up to five extra storages per account

The Storage Expansion Ticket entered the New tab of the Cash Shop for 20,000 Cash. Each ticket unlocks, with the Assistant Alice in the Eden Group, an additional storage of 600 slots for the whole account. Each account can unlock up to five additional storages.

After the first unlock, the @armazem command lets you choose which storage will be opened on the next accesses. The command works inside the Eden Group.

Equipment lending between players

The Guarantor, at the Prontera inn, keeps a piece of your equipment and lends it to the player you indicate, for the period you choose. At the end of the period the piece returns to your backpack just as it was: same refine, same cards, same enchantments and the same random options.

While the period runs, the piece stays in his vault. Nobody sells, trades, throws away, stores in storage or refines it, neither you nor whoever took it. Whoever took it equips and uses it, and that is all.

  • Periods from 6 hours to 7 days
  • Charging Zeny for the loan is optional
  • Up to 3 of your pieces with the Guarantor at the same time
  • Whoever took it can return it early
  • You can cancel while nobody has withdrawn it
  • If you are away when the period expires, the piece waits with him until you return

He accepts weapons, armor and accessories, as long as they are unequipped, intact and able to pass from hand to hand.

Blacksmith's Soul Link lights the forge

Axe Vortex became a permanent skill of the Anvil Trial and is no longer lent by the Soul Link. In its place, the Blacksmith gained the Anvil Rhythm while the link is active.

Each physical hit against an enemy generates a charge of Forge Heat for 5 seconds. A new hit renews the time. Each charge grants +3% physical damage and +2% Attack Speed, up to a maximum of 3 charges, or +9% damage and +6% Attack Speed.

When the 3 charges are complete, the Hammer of Thor Ready icon appears. The next Hammer of Thor consumes all the charges, falls and deals damage immediately, hits a 5x5 cell area with 1500% ATK and applies a fixed 1 second of Stun, including on MVPs.

After the impact, the next 3 physical hits ignore 20% of DEF. Without the 3 full charges, Hammer of Thor keeps working normally.

Critical no longer ignores the whole armor

Until today, a critical hit simply wiped out all of the target's defense. Against a bare monster that made no difference at all, but against high-armor bosses it became the only answer the game had: whoever critted got the full damage through and whoever did not got a seventh of it. It was not a build choice, it was the difference between taking part in the fight and watching it.

Now the target's armor counts again against the critical, in part:

  • Boss-class monsters now have their own Plating, calculated from each one's DEF
  • Common monsters start canceling from level 70, rising in a straight line up to 50% at level 99
  • A monster without armor stays the same. The rule only yields what the target actually has in defense, so on Poring, Lunatic and the like nothing changes

Critical stays ahead on every target, and still ignores dodge and still lands the weapon's max damage. What it stops being is the only thing that works.

The 381 monsters with the Boss flag received an explicit value. The calibration aims at roughly 8% less critical damage on hard DEF, with a cap of 40% cancellation of the piercing. In the final hit, this usually shows up as an initial reduction of about 5% to 10%, also depending on soft DEF and the target's other modifiers. Bosses without physical DEF do not change.

The value does not reduce the critical chance, the guaranteed Precision, the weapon's max damage, the critical damage bonuses or the Katar's own bonus. It only gives back part of the target's DEF to the calculation. Rigel remains the most resistant exception, with Plating 80. The Enraged versions mirror the resistance of the corresponding MVP.

Item Attack Speed became a percentage

Every piece of equipment, card and set that gave Attack Speed as a flat number now gives it as a percentage. The conversion was generous on purpose: 1 point became 4%, 2 points became 8% and 3 points became 12%.

  • Anvil Set (Blacksmith): from 3% to 12%
  • Artist Set (Bard and Dancer) and Ambush Set (Rogue): 12%
  • Baroness of Retribution Card, Ice Titan Card and Gazeti Card: 4%
  • Masamune: 8%
  • Impetuous Vambrace: 5%, plus 10% at +9
  • Mechatronic Glove: 4%
  • Adventure Backpack (+9, with base AGI 90 or more): 4%

The item descriptions in the game and the wiki pages already show the new values.

The Arcane Infusion already rolled Attack Speed as a percentage, but equipment infused before this change still carried the old attribute, as a flat number. It was converted along with the rest: the +3s became 12% and the +4s became 16%, the same range the Infusion rolls today.

Knight and Crusader Attack Speed

These are different changes for each class:

  • Knight with Soul Link: the Knight's Soul Link now allows using Two-Hand Quicken with a two-handed spear as well. Without the Soul Link, the skill still requires a two-handed sword.
  • Crusader: the Spear Quicken skill went from 12.5% to 20% at level 10 with a one-handed spear. With a two-handed spear, it stays at 35%.
  • Mounted Knight: Cavalry Mastery at level 5 leaves Attack Speed 5% above that of someone on foot, instead of only canceling the 50% loss from the mount. Levels 1 to 4 also give back more.

Tyr's Impact and Brandish Spear: shorter cast

Tyr's Impact went from 0.7s to 0.55s and Brandish Spear from 0.7s to 0.38s. DEX is still what shortens the cast: from DEX 123 on Impact and DEX 111 on Brandish, what limits the pace becomes your Attack Speed.

Bard and Dancer hit harder in Cheffenia

Melody Strike and Slinging Arrow went up from 300% to 400% damage at level 5.

In Cheffenia, the Severe Rainstorm of the Challenging Artist Helm changed in three points:

  • Each hit of the downpour went from 500% to 600%.
  • Whoever is using an instrument or whip gains another 100% per hit. It is the compensation for giving up the bow, which carries the arrow's damage and element with it.
  • The cooldown dropped from 5 to 3.5 seconds, exactly how long the downpour lasts in the arena. You can chain one after another with no dead wait.

Super Novice benefits from card bonuses of any class

Card and card set bonuses that only worked for a specific class now also apply to the Super Novice. This became a trait of the class, not an item-by-item exception.

This rule applies only to bonuses. It does not grant the Super Novice skills exclusive to another class. If a card or set adds a skill to the character, that skill remains restricted to the indicated class. In the Prism Set, for example, only the Sage receives the four Rifts.

Roll and the Archer Guardian Set

The Archer Guardian Card stopped copying the set of the Toy Soldier Card. With Washerwoman, Triton, Anolian and Crocodile, it forms its own version for the Archer line.

When using Roll, the next attack is prepared for up to 2 seconds. The first physical attack consumes the effect immediately, even if it is a normal attack or another skill. If it is Double Strafe or Aerial Strafe, it can come out critical using the character's normal Critical, plus 15 Critical.

When this Strafe is critical, the critical damage increases by 1% for every 5 points of total LUK. Roll keeps its 2 second cooldown.

This set does not receive AGI, DEX, Perfect Hit, EXP or Coma from the old set. The closed version with the Toy Soldier Card remains separate.

The Archer Set cards, one by one

The set only worked fully assembled. Four of the five cards did nothing on their own, and a card that only serves as a collection piece is not a choice, it is a toll. All were reviewed, and none lost what it already gave.

Washerwoman Card (Garment): gained Critical +3, the damage on Double Strafe went up from 5% to 10%, and it now gives +10% on Blitz Beat. The falcon did not appear on any of the five cards, despite being half of the class.

Triton Card (Footgear): it was only regeneration, which is worth nothing in the middle of a fight. Now it gives base DEX +2, and refined to +9 it adds +10% max HP and SP, +5% ranged damage and +5% ranged critical damage. The critical bonus does not increase melee hits.

Anolian Card (Armor): it cast Attention Concentrate when you got hit, meaning the boost arrived after the blow it exists to avoid. The automatic cast is still there, but the card's value is now what it does while Attention Concentrate is active: Critical +10 and critical damage +10%.

Crocodile Card (Accessory): still reduces ranged damage by 5%, and gained the offensive side of the same axis: +5% ranged damage and Critical +5 on ranged attacks.

Toy Soldier Card (Weapon): critical damage went up from 10% to 15%, and the +7 Critical, which before only applied against Brute and Doram, now applies against any race. It is the alternative for those who do not have the Archer Guardian one, so it needs to stand on its own.

Archer Guardian Card (Weapon): +25% on Double Strafe (was 20%) and +15% on Blitz Beat (was 10%).

The Washerwoman, the Anolian and the Crocodile are also part of the Minstrel Set, so Bard and Dancer get these improvements too.

With the complete set, the prepared Strafe receives 15 Critical, on top of the character's normal Critical and the cards' individual bonuses. Total LUK defines the extra critical damage, so the character's build still matters.

Rigel reworked

Rigel was built to be the ceiling of Cheffenia and became something else: a fight where damage came without warning, where she switched targets on her own in the middle of the brawl, and where only one class really hurt her. She was redone entirely.

Her magic dropped. Intelligence went from 700 to 200. Since magic power grows with the square of Intelligence, this knocks her magic down by about eleven times. A Comet that took 170,782 from a Monk with Steel Body now takes close to 15,000.

The arsenal shrank. She had more than twenty skills, and more than half were strong hits that came out instantly, with no cast and no mark on the ground. Two killer hits remain, and both are telegraphed:

  • Comet: 2.5 second cast, every 45 seconds
  • Psychic Wave: 4 second cast, every 2 minutes

Both mark the ground before landing. You can get out.

She stops switching targets for no reason. Before, she slipped to another player just for having taken damage, and the group lost its support without having done anything wrong. Now she stays stuck on whoever held her first. The only way she lets go of the tank is a leap, which happens 12% of the time every 40 seconds and has a half-second cast before. It used to be 80% every 8 seconds.

The escort became readable. The Fire Ball from Rigel's Herald came out instantly, 9% of the time every 9 seconds, and took 17,954. Now it comes out 3% of the time every 30 seconds, with a 1.5 second cast.

Critical is no longer the only way out against her. Rigel has 85 defense, the highest in the game, and so was the extreme case of the problem. She cancels 80% of the critical's piercing, a bit above the general boss rule. Measured hit by hit: the Assassin's critical goes from 169,610 to close to 54,000, which is the same as the Whitesmith's Explosive Mammonite already delivered there. Critical is still worth more than double the Assassin's own normal hit, it just stopped being worth three times the rest of the group.

Her life dropped from 600 to 200 million, to keep up with everything above.

Malgrimoire, the Sage's Cheffenia weapon

A Sage-exclusive book entered the Cheffenia Weapon Box, made for the four Rifts of the Prism Set.

  • Solar Rift, Glacial Rift, Cyclonic Rift and Tectonic Rift: +20% damage
  • MATK +15%, INT +3, DEX +1

It is a base weapon, accepts a gem from +9 like the others, and enters the Abyss Mastery.

The Rifts left the Netherbane in the same change. The staff now also serves the Super Novice and boosts Fire Bolts, Cold Bolts, Lightning Bolt, Ancient Spirits, Lord of Vermilion and Fire Balls by +20%. Each of the six skills has its own Mastery and Supreme Mastery. Anyone who wants Rift damage now uses the Malgrimoire, which only the Sage wields.

Death Note reworked

The Death Note gave generic attributes and magic power, and did not talk to any skill. It becomes the weapon of Ancient Spirits:

  • Ancient Spirits damage +50%, plus +25% at +7 and +25% at +9
  • At +9, magic damage +15% against all races
  • The +3 STR became +3 DEX, which is the attribute the weapon actually uses
  • The LUK -20 penalty is gone. It punished precisely the build the weapon now wants

The Coma chance did not disappear, it changed places. It was a roll on every physical attack against humanoids, something nobody did with a book in hand. Now it belongs to the magic itself: Ancient Spirits has a 0.3% chance to cause Coma. Bosses remain immune.

The Haunted Touch is an accessory and the Death Note is a weapon, so the two stack: with the book at +9 and the accessory together, Ancient Spirits reaches +125% damage. The interval between one cast and the next remains the accessory's business, and only its. The book does not touch it on purpose: both cutting the same clock left the skill with practically no interval.

The book also got new art: inventory icon, description image and the sprite that shows when it drops on the ground.

Trail Lantern: interval between MVPs

After marking an MVP, the Trail Lantern goes on a 20-minute cooldown before accepting another MVP. Common monsters remain free to switch during the cooldown.

The lock reduces the sequence of hunts with doubled card chance while the new MVP coin system enters the game.

More precision in @mi drop chances

@mi now shows drop chances with three decimal places, such as 0.020% and 0.030%. On normal drops, the chance still works in steps of 0.01%; the extra decimal makes it clear what value each bonus took the calculation to.

The Font of Power's white blessing is now Atroce

It was Freeoni and promised 195 Attack Speed, but in practice the server cap held it at 193. Now it grants the same Wild Pulse of the Atroce Cards, which locks in the 195 during the blessing's 3 minutes.

The effect belongs to the arena: leaving the map ends the Wild Pulse. It also applies to the Atroce Cards, which lose the effect when changing maps.

Mimic Rings in the Proving Grounds

The Assistant Alice now lends a pair of Mimic Rings. Tell her the number of a piece of equipment or a card and the ring gives the effect of that piece, without you needing to have the piece. There are two rings, so you can set up and compare two effects at the same time.

The ring copies the effect written on the item, and only that: the piece's attack and defense, refine and socketed card are left out. It only works inside the room, and the rings vanish when you leave.

The ring shows in its own description which item it is imitating.

Boosting the Race of the Day

When the 06:00, 14:00 or 22:00 turnover leaves a race with a low percentage, you can now pay Zeny to the Tribe Pacifier and raise the bonus right away, without waiting for the next round.

The price is the same as the vote: the boost's Zeny goes into the same account that elects the race, so 600,000z is worth 41% and 2,000,000z is worth 91%, no matter whether it came from the vote or the boost. The screen shows how much is missing for the next point before you type any value, and whatever does not complete a whole point stays accumulated until the end of that round. The cap is 100%.

When someone raises the percentage, the server announces it to everyone.

Kelso forges and breaks materials in the quantity you choose

The Mineral Specialist, in Prontera, now asks how many conversions you want to do at once, instead of one per click. It applies to all six operations: Abyssalite, Golden Orb and Arcane Gem, in both directions.

He tells you how many can be done with what you have in your inventory at the moment.

Item description shows the ID and links to the website

Right below the weight, the description of any item now shows its ID number. Clicking the number opens that item's page on the website, without you needing to search by name.

It applies to all items in the game, from the simplest consumables to the equipment from this server.

Command for the accessories that only opened a menu when equipped

Seven items that asked you to take the piece off and put it on again just to change your choice gained their own command:

  • @elemento, Elemental Ring. Accepts the property directly: @elemento fogo
  • @lastregret, Last Regret
  • @luz, Light of Recovery
  • @banisher, Banisher
  • @atroce, Atroce Skin
  • @manto, Astral Mantle
  • @alarme, Alarm Card

The menu still opens when equipping, as before.

Rogue: Back Stab got stuck and Explosive Copy did not have time to go off

The two changes below give the Rogue no extra damage at all. They fix two things that simply did not work.

Back Stab's leap stopped one cell from the target. When the monster was walking toward you, both ended up in the same cell, and from there Back Stab never left, without even an error message: you could stay stuck inside the monster until you died. Now the leap always ends two cells away, behind the target, and the same cell no longer locks the skill. The area Back Stab once had remains out, on purpose: it is the single-target damage and Explosive Copy is the mob cleanup.

Explosive Copy, which is precisely the escape button of the Rogue Helm, still had its cast reduced by DEX, and the helm's build was designed with no DEX at all. It took the full time and did not go off with an MVP hitting on top of you, which is the moment it exists for. The cast became fixed at 0.5 second, independent of DEX, status effects or equipment. Damage, area, the 3 seconds of protection and the 4 second cooldown stay the same.

New character starting equipment

A newly created character is now born with the Dagger and the Cotton Shirt, and they show up right away.

Temporal dungeon MVPs count for points in the MVP Ranking again

Seven bosses were not adding any points:

  • Ktullanux, in the Perpetual Ice Cave
  • Gopinich, in the Dark Moscovia Forest
  • Reactivated RSX 0806, in the Forgotten Einbroch Mine
  • Memory of Thanatos, in the Cursed Tower of Thanatos
  • Time Watcher, in the Dormant Eclage Scale
  • Golden Scaraba Queen and Corrupt Spider Queen, in the Scaraba Hole

The MVPs summoned on the third floor of the Somatology Laboratory did not count either. All of them now count points like the other MVPs on the list.

Like every ranking MVP map, these floors now block the Dead Branch.

The Race of the Day bonus is now worth the number written

The calculation applied the server's EXP rate twice, so the bonus came out about two and a half times larger than the label: a race marked 20% paid close to 50%, and one marked 100% paid close to 250%.

Now the number is exact. A race at 100% doubles the monster's EXP, a race at 20% adds a fifth of it. It is a real drop in what the Race of the Day delivers, and it applies to all races and all times.

The Zeny tiers stay the same: 600,000z still takes the race to 41%, 2,000,000z still takes it to 91%.

Tribe Pacifier fixes

Her screens ended with no close button, and vanished on their own if you spent more than a minute reading the list of collections. Both problems were fixed.

A round in which the winning race tied exactly at the minimum of 50,000z kept the previous round's bonus instead of calculating the new one.

Dying in the Cheffenia boss room undid Nyara's form

The form lent by Nyara works in the arena and the boss room, but death undid it immediately. Anyone who got a resurrection in there, or came back on their feet through the Anti-Grave Ring, continued the fight with the outside attributes, without any warning.

Now dying inside the arena or the boss room no longer touches the form: whoever gets back on their feet comes back dressed. It still leaves on its own as soon as you leave both maps, including when you choose to go back to the Return Point.

The Proving Grounds barricade was spawning in the wrong place

The barricade that the Engineer summons now spawns in the middle of the room, and not stuck to you.