Administrators rDy Posted 18 hours ago Administrators Share Posted 18 hours ago Release date: 09.01.2026 at 16:30 - Update will be up after the Global Maintenance. Tomorrow at around 16:30 we'll have a Global Maintenance. Entire process will last between 10 and 40 minutes, and while reconnect may be possible, it is not guaranteed, so make sure to be online if you don't want to lose EXP. Note: You will need to update your client via Launcher after the update is up - CLOSE BOTH CLIENTS and re-open them. Legend: [FIXED] - Something was fixed/resolved (that wasn't correctly working before OR was bugged/misconfigured/not working as expected). [ADDED] - Something was added into the game that previously wasn't there (new feature/system/item/command/event/etc.) [UPDATED] - Something was changed/improved/edited/updated (in most cases if it is not something FIXED or something ADDED then it is UPDATED) [DOCUMENTED] - This is a PRE-TAG for any of the tags from above, and it means that the fix/addition/update was already UP before the patch but only now made public. Changelog: [DOCUMENTED] [FIXED] No longer getting stuck/falling from map near CS Switches or around the Gates in Valley. If there are still map coordinates where you get stuck outside in Valley please screenshot and let us know, to fix them as well. [UPDATED] Now when a Mercenary target is in Alkmaar or Ubaid, it will show that it is in Alkmaar or Ubaid, instead of the generic "Acheron". [UPDATED] There's now a message to let you know that your mercenary quest was cancelled if you move to Gens-Maps/Events Server during a mercenary quest. [FIXED] Blessed Blade of Archangel not showing the level required. [FIXED] Initial method of the last 5 CC mobs to not explode was not working correctly. There's a new method now and it is added for the last 10 monsters alive, instead of the last 5 monsters alive. They should correctly no longer explode now. [UPDATED] Reworked the Chaos Castle winner message detections logic from 0. It should now prevent winner announcements in any cases where Traps killed you. Note: Since it is a full rework, please let us know if you aren't correctly announced as winner (even if you are) or if you're still announced as winner if you die/get killed by traps. [UPDATED] Newly dropped/obtained Brave MUUNs will now have the "Max Level" attribute in-game, as they are already at "maximum level", and combining them won't give you any benefit. [FIXED] Mithrils from event rewards showing 2x pick-up messages for the party members of the picker, due to our previous custom jewel party announcement change. It now shows correctly 1x message. [FIXED] Summon working in Swamp when Medusa is alive. [UPDATED] You can now use "+1 ", "+2 ", etc. in post messages from /market. [UPDATED] Global PvP % damage in Castle Siege has been raised with around +25% compared to the previous value (from last CS weeks).We believe it is more fun for characters to die more frequently than more rare. [ADDED] Zen Boxes: The "Disabled Rewards" boxes that you obtain from different Events have been transformed into Zen Boxes. Zen Boxes can be used in 2 ways: Safe way - you can sell them to Shop for 1.500.000 Zen. Gamble way - you can throw them/right-click on them and they will drop a random amount of Zen between 500.000 and 3.000.000 on the ground. They now also have an inventory size of 1x1 instead of 2x2. [UPDATED] Zen System Instead of having only one base zen value for maps between level 400 and 800 now there are 2 base zen values as follows: Maps between Swamp/Debenter and Nars have the previous base zen value: 2300 + MonsterLevel*68 zen. Maps between Old Kethothum and Swamp of Dark: 2900 + MonsterLevel*73 zen. Instead of having only one base zen value for maps between level 900 and 1400 now there are 3 base zen values as follows: Maps between Cubera Mine and Crimson Icarus: 4500 + MonsterLevel*62 zen. Maps between Arnil Temple and Burning Kethothum: 4700 + MonsterLevel*69 zen. Maps over Kanturu Depths: 5000 + MonsterLevel*78 zen. Zen can now be farmed on Blood Castle & Devil Square as follows: BC1 & DS1 Base Zen Value: 1800 + MonsterLevel*54 zen. BC2 & DS2 Base Zen Value: 2300 + MonsterLevel*68 zen. BC3 & DS3 Base Zen Value: 2900 + MonsterLevel*73 zen. BC4 & DS4 Base Zen Value: 3300 + MonsterLevel*77 zen. BC5 & DS5 Base Zen Value: 4500 + MonsterLevel*62 zen. BC6 & DS6 Base Zen Value: 4700 + MonsterLevel*69 zen. BC7 & DS7 Base Zen Value: 5000 + MonsterLevel*78 zen. Note: There's no Zen Handicap in BC & DS. Balance Tweaks: BK: Sword Blow now requires 1050 AGI (from 750 AGI). Fire Blow now requires 1400 STR (from 1090 STR). Greater Fortitude now requires 250 ENE (from 80 ENE) and has a static +30% HP (up to +43.5% with ML), no longer depending on the ENE value (like rest of buffs). Note: BK is a very well balanced character, but I made a mistake with its builds logic, which I admit, he was able to play both builds (STR & AGI), with low ENE but still good buff, in the same time, gaining advantages from both of them while still having enough points for going high VIT (something that no other class can really do on their multi-builds). Basically having high ST/PvP DPS (STR-Fire Blow build), high AoE damage (AGI build - Sword Blow build), good buff (80 ENE + ML) and high tankiness (high VIT) without losing anything. Sword Blow is one of the best AoE skills from game due to its high attack speed & elemental damage and the no AG cost as a RUUD skill. But it is this powerful because it was meant to be the only viable skill for ABKs in terms of PvM DPS (so the AGI/Tank build remains attractive). Note2: We know these changes may leave you in the middle between 2 builds with no access to any of the skills, so we are giving all BKs over level 350 a free reset stats & master tree to choose their builds (STR or AGI), after the update is up. Note3: You can use the free rebuilds by normally using their commands (/resetstats & /treereset master), but you won't have any cost and they ignore the normal "cooldown" that you may have. RW: Plasma Ball no longer does damage in PvP, and its PvM scale % damage increased by 15%. Magic Arrow PvM scale % damage increased by 15% & PvP scale % damage increased by 8%. Lightning Storm Cast Range is now 6 (from 5), its PvM scale % damage increased by 30% & its PvP scale % damage increased by 36%. Note: While Plasma Ball technically works in any PvP situation, it requires CTRL click being pressed during the plasma duration even in Gens maps and it is not always consistent, apart from being harder to use than other skills. We're removing its PvP damage, slightly buffing its PvM damage (which is already high) and shifting most of its ST/PvP power into the Lightning Storm skill, which is now the main ST/PvP skill. Note2: Magic Arrow from melee range does still offer the best DPS in PvM (when it is possible/safe to attack from melee range), but now Lightning Storm has very close PvM DPS as the melee range Magic Arrow, but from high range, while being also the main PvP option. Note3: All these changes should highly improve the underperforming kit of the RW, both in terms of PvM and PvP. LEM: Unleash Marvel PvM scale % damage increased by 18%. Marvel Burst PvM scale % damage increased by 8%. Ultimate Force PvP scale % damage increased by 10% & PvM scale % damage increased by 25%. Note: LEM performed as intended during early, but his RUUD skill that should have enabled its ST/PvP damage has been slighty underperforming (PvP) and highly underperforming (PvM) for its lower (4) range. LEM's AoE potential also started to drop off. Ultimate Force is now brought in line as a main ST/PvP skill and its overall AoE potential has been buffed. RF & MG: RF: Reduced damage taken in PvP from all classes by 6%. MG: Reduced damage taken in PvP from all classes by 8%. Note: Both characters received a base damage reduction in PvP to compensate for the missing socket/exc options from their Helm/Gloves, which starts to matter more and more as game progress. KM: Decay Strengthener had wrong values compared to the ones documented in the character changes: Current: 12 ~ 66 ~ 90 (level 1 / 10 / 20). New (correct): 21 ~ 120 ~ 162. Blast Strengthener changed from 8 ~ 49 ~ 66 (level 1 / 10 / 20) to 16 ~ 98 ~ 133 (level 1 / 10 / 20). Dragon Violent scale damage % increased by 8%. Spear Storm scale damage % increased by 16%. Note: Due to having no ST/PvP RUUD skill, the MID game balance power came from Decay & Blast Strengthener, but they somehow (my mistake) were inversed with older values pre-rework (Decay having the correct ones documented but not in-game, and Blast having the wrong ones both documented & in-game). We're also slightly buffing its AoE PvM power. IK: Charge Slash Strengthener changed from +90 damage to +130 damage. Charge Slash Mastery changed from +60 damage to +90 damage. Charge Slash PvP scale % damage increased by 5%. Illusion Blade Strengthener changed from 18 ~ 68 ~ 90 (level 1 / 10 / 20) to 27 ~ 103 ~ 135 (level 1 / 10 / 20). Reduced damage taken in PvP from all classes by 3%. Note: Another class that has no RUUD ST/PvP skill upgrade that depends on ML trees upgrades, and have been brought more in line with rest of classes in terms of ST/PvP. DL: Fire Burst Strengthener changed from 8 ~ 52 ~ 71 (level 1 / 10 / 20) to 17 ~ 96 ~ 130 (level 1 / 10 / 20), and now it also increase the AoE Range of the Fire Burst by 1 tile. Note: Bringing DL's AoE more in line after early. SL: Twisting Slash Strengthener changed from 20 ~ 113 ~ 153 (level 1 / 10 / 20) to 30 ~ 166 ~ 225 (level 1 / 10 / 20), and now it also increase the AoE Range of Twisting Slash by 1 tile. Note: Bringing SL's AoE more in line after early. GL: Breche Strengthener changed from 8 ~ 52 ~ 71 (level 1 / 10 / 20) to 21 ~ 120 ~ 162 (level 1 / 10 / 20). Note: Bringing GL's AoE more in line after early. Important: We will also rework some master tree talents that are shared across all characters (like Lifesteal) in a future patch, to have independent values based on the character, so all classes will get a similar benefit from them, based on their speed/animations. Wrong and/or biased opinions collected: Statement: My character (x) has no Defense, others have Defense. Answer: Wrong. 80% of a character Defense comes from items/options that have been reworked and are 95% the same for all classes. The 20% is basically the early game Defense from AGI which is still similar between classes, but mostly matters in the early game and especially PvM. KM with 400 AGI gets 100 DEF while GL with 1000 AGI gets 200 DEF. There's 100 DEF difference which is 1/2 of a Darkangel item Defense and does not justify the "my character has no defense" statement. Statement: I can't kill anyone with my class, it must be bad. Answer: Not all classes have the same damage or buffs especially in PvP. Your class may lose direct, equal fights with other characters but has other things that they bring to table compared to those characters. Balance doesn't mean all classes have the same damage, buffs, pvm damage, aoe damage, etc. else we could just keep 1 character instead of 14 so everyone is "the same". Answer2: You clearly still don't understand what balance truly means, even if you die in a 1v1 duel fight with another character for 10 times, let's say a score of 10-0 (but manage to bring it to 0-10% SD LEFT most of the times) you still think your character is bad. Now let's imagine if we somehow remove the resets after kill on Duel, how would they look? 10-6, 10-7, and so on. That's balance. You can clone 2 characters on test server with exactly the same items, builds, etc. and one of them will still win with higher score, even if they are totally the same. Statement: I was top performer in x on early-game, I must be the top performer in x in mid-game/late-game as well. Answer: Meta shifts across the game. Outside of intended consistent "top performers at x", some characters (looking at RF, GL, SL, IK, etc.) were "top performers" in early, now there are other top-performers, and there will be others as well later on. Differences remains small across the board. Statement: x character is having y kills at CS/other group events. It must be OP. Answer: Let's look at previous, real life example of AE's Poison Arrow at CS (where they were top killers): You have 3 players fighting with a character at CS, AE comes and puts the Poison Arrow on the focused target and leaves. The 3 characters did 90% of the damage to the killed one, but the AE's Poison Arrow tick did the last-hit, so the kill was credited to the AE. Did the 600 tick per second took entire SD + entire HP of a character? No, the other 3 characters attacking it did, but the AE got the credit. Was that OP from AE? No, she did nothing for that kill outside of "stealing" it. Now apply that logic to any other group-fight for any other character. Number of kills means nothing when you don't have the full context, it's not a "most damage" stat like on PvM kills, it is just a last-hit. There were, are, and will be "broken" things, that makes a character look "OP", like the unintended PvP application for Blood Howling, BK being able to benefit from both builds at the same time, or some other master tree skills/4th tree skills, and they are and will be handled, but at their core, characters are insanely well balanced, and you could clearly see it in the early-game if you had non-biased eyes to look at. Final notes: Most of you want to win PvP fights in PvM builds (both stats & master tree) with PvM (Ancient/Mastery) items vs classes in PvP builds (stats & master tree) with PvP (Exc/Socket) items. That will never happen, no matter what you do. Start spending time on the Test-Server and explore the PvM & PvP elements of the game and how they work, what's better to use for what, explore different builds, and so on. Nobody can teach you that, and that's what highest top-performers from server do and have success with. You have the best tool possible (Test-Server) to improve your gameplay and fully understand the game (that very few servers do offer you) and most of you barely use it. That's just laziness. Good, fast, cheap - you can only pick 2! Link to comment Share on other sites More sharing options...
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