Archery
Skill Changes
- For each updated skill, the skill info and description has been updated to reflect changes.
Ranged Attack
- The ranged attack minimum aim rate effect is added. (+20% at Dan Rank 3)
- The ranged attack minimum aim rate effect can be stacked.
- There is a maximum upper limit for the ranged attack minimum aim rate which cannot be exceeded. (Max +40%)
Magnum Shot
- The damage multiplier for each skill rank has been increased.
- Example: Based on Dan Rank 3 of the skill:
- Before: 560%
- After: 590%
- Example: Based on Dan Rank 3 of the skill:
Crash Shot
- The fragment damage multiplier for each skill rank has been increased.
- Example: Based on Dan Rank 3 of the skill:
- Before: 280%
- After: 370%
- Example: Based on Dan Rank 3 of the skill:
Urgent Shot
- The Urgent Shot effect has been changed:
- Before: Increased aiming speed for ranged attacks after Urgent Shot.
- After: Damage with Ranged Combat Skills +% for 10 sec. after Urgent Shot.
- After using Urgent Shot, damage with Ranged Combat Skills will be increased for 10 seconds. (12% at Rank 1)
- When using Urgent Shot, 10% of maximum health and stamina will be used.
- The Yellow Echostone awakening ability of “Urgent Shot Aiming Speed after Use” is replaced with “Urgent Shot Effect Duration.” (Increased by 0.1 seconds per level with a max of 2 seconds at level 20)
- The title effect of “the Master of Urgent Shot” has been changed:
- Before: DEX +20, Urgent Shot Aiming Speed after Use 30%, STR -20, Will -10
- After: DEX +20, Urgent Shot HP and Stamina Cost -2%, STR -20, Will -10
Magic
Skill Changes
- For each updated skill, the skill info and description has been updated to reflect changes.
Hail Storm
- When knocked down while casting, it has been changed so that the number of charges accumulated will be reduced by 1.
- The skill is canceled when knocked down with 1 charge.
Blaze
- The target range is increased.
- Before: Melee attack distance + 0.5 meters
- After: Melee attack distance + 2 meters
- The casting time to max charge has been reduced.
- Before: 3 seconds
- After: 1.5 seconds
- A marker is displayed on all enemies within range while preparing the skill.
- The 2 second delay after using the skill has been removed, as well a the immunity to some negative effects that were applied during the delay.
- Improvements have been made to the mouse cursor when using the skill.
- The knockdown gauge dependence is reduced by 50% in the explosion damage formula.
- Previously, 70% of the knockdown gauge could draw out all the explosion damage, but now it is possible to draw out all the explosion damage with only 35% of the knockdown gauge.
- Fixed an issue where damage was applied abnormally when switching weapons before applying explosive damage.
- Fixed an issue where Wind Blast damage was applied abnormally when using it after using Blaze.
- Improved skill so that it is not canceled when an enemy is selected outside the range while charging.
Lightning Rod
- Added a directional display effect that lets you know the attack direction while preparing the skill.
- The duration of the magic circle effect has been changed.
- Before: 20 seconds
- After: Unlimited
Shockwave
- The delay after using the skill has been reduced.
- Before: 1 second
- After: 0.3 seconds
- Fixed an issue where the direction the character is facing changed after using the skill.
Spellwalk
- Improvements have been made so that skill use is maintained even when moving to a different area.
Meteor Strike
- Improvements have been made so that the skill slot remains visible during the flashing effect when the skill hits.
- This is also applied when using the “Mini Effects” performance option setting.
- You can now turn off the flashing effect of Meteor Strike by using the "Mini Effects" performance option setting.
Fusion Bolt
- When attacking with the skill, 50% of the opponent's magic defense is applied for each bolt.
- For bolt magic combinations, a total of 2 magic defense calculations are applied, once for each bolt magic combination.
Race-Specific Skills
Skill Changes
- For each updated skill, the skill info and description has been updated to reflect the changes.
- Ladeca skills (Breath of Ladeca, Vision of Ladeca, Might of Ladeca) for all three races will no longer be canceled when changing channels, logging off, or rebirthing.
Human
Arrow Revolver
- The damage multiplier for each shot is increased.
- Example: Based on Rank 1 of the skill:
- Before: 110% / 120% / 125% / 145% / 190%
- After: 170% / 180% / 185% / 205% / 250%
- Example: Based on Rank 1 of the skill:
- The aim rate bonus that was applied only to the first hit has been removed.
- You can now perform a volley attack by pressing Ctrl + Right-Click on an enemy while preparing the skill. This will take into account the current aiming accuracy rate and damage multiplier of the current number of shots.
- Example 1: When attacking with a volley immediately after preparing a Rank 1 skill, the first hit will attack 5 times in a row with a damaging multiplier of 170%.
- Example 2: When attacking with a volley after firing 2 shots with a Rank 1 skill, the 3rd hit will attack 3 times in a row with a damage multiplier of 185%.
- Example 1: When attacking with a volley immediately after preparing a Rank 1 skill, the first hit will attack 5 times in a row with a damaging multiplier of 170%.
- An issue where the skill use status was not displayed normally when cast during knockback has been fixed.
Breath of Ladeca
- A 10% bonus damage effect has been added for close combat skills when dual swords are equipped.
- Applicable skills include:
- Normal Attack, Smash, Counterattack, Charge, Assault Slash, Rage Impact, Bash, Windmill, Final Hit
- Elemental Knight skills are not directly applied, but instead indirectly applied due to increased damage of Smash/Windmill/Assault Slash.
- Normal Attack, Smash, Counterattack, Charge, Assault Slash, Rage Impact, Bash, Windmill, Final Hit
- Note: The bonus damage effect will stack with additional damage buffs for a combined calculation.
- Applicable skills include:
Elf
Mirage Missile
- The effect duration of the Mirage Missile has been increased.
- Example: Based on Rank 1 of the skill:
- Before: 21 seconds
- After: 22 seconds
- Example: Based on Rank 1 of the skill:
- Damage over time interval has been reduced from 3 seconds to 1 second.
- Damage for Mirage Shot based on the character’s Intelligence has been increased.
Elven Magic Missile
- The Elven Magic Missile can now be used while Final Shot is active.
- The way to use the skill has been changed from the existing mini-game method to selecting and using the desired attribute.
- When using the skill, 3 attribute options are activated. You can select the desired option by using F1~F3 keys and the chosen option will be used.
- It has been changed so that you can move while casting the skill.
- The cooldown of Elven Magic Missile is reduced.
- Before: 9 seconds
- After: 5 seconds
- Casting time of Elven Magic Missile is reduced.
- The projectile speed of Elven Magic Missile is increased.
- The Fire, Lightning, and Ice attribute damage of Elven Magic Missile is increased.
- The splash radius of Elven Magic Missile's Lightning and Ice attributes is reduced.
- The freezing effect specifications of the Ice attribute Elven Magic Missile are changed to be the same as the Ice Spear specifications.
- It is changed so that you can attack a frozen target with the Ice attribute Elven Magic Missile effect.
- When attacking a frozen target with the Ice attribute Elven Magic Missile effect, the damage dealt is reduced by 30%.
Final Shot
- When Final Shot is active, it has been changed so that the character cannot be stunned or knocked down.
- The duration of Final Shot has been increased.
- Example: Based on Rank 1 of the skill:
- Before: 45 seconds
- After: 50 seconds
- Example: Based on Rank 1 of the skill:
Giant
Final Strike
- The stun time after attacking is reduced for each rage stage.
- Before: 2 sec / 1.5 sec / 1 sec per level
- After: 1.5 sec / 1 sec / 0.75 sec per level
- An issue where the rage level is reset when an Elemental Knight Instill skill is activated and a skill is casted has been fixed.
Stomp
- The cooldown for Stomp has been removed, and it can be used immediately.
- The stun time after use has been reduced.
- Before: 1.5 seconds
- After: 1 second
- During the skill preparation, an indication mark has been added to identify enemies within attack range.
- Enemies that are stunned can now be hit by Stomp.
Taunt
- The enemies that can be lured have been expanded.
- Boss-level monsters in content such as Crom Bás, Tech Duinn Missions, Mag Mell Missions, Rabbie Phantasm Dungeons, Apostle Raids and Field Raids cannot be lured.
- An effect that increases Defense and Magic Defense by 20 in proportion to the number of monsters successfully provoked has been added.
- Taunt timer may differ from affected enemies after recasting the skill.
- The “Taunt Defense and Magic Defense increase per enemy provoked” Reforging attribute and Echostone Awakening ability has been added.
- Equipment with the “Enhanced Taunt'” Reforging attribute and Red Echostones with the 'Strengthening Taunt Lure' Awakening ability have been changed to the “Taunt Defense and Magic Defense increase per enemy provoked” attribute of the same level.
Throwing Attack
- You can activate Redoubled Offensive (Technique) and Blast (Stardust Support Effect) when attacking an enemy with Throwing Attack.
- “Throwing Attack - Cooldown Reduction” Reforging attribute has been added.
- This attribute does not appear on Echostones.
- Atlatl with the “Attack Speed Increase - Set Effect Value'' Reforging attribute has been changed to the “Throwing Attack - Cooldown Reduction” attribute of the same level.
Giant Full Swing
- All two-handed axes and two-handed maces can now be used as exclusive weapons for Giant Full Swing.
- Existing notation for items marked as Giant Full Swing exclusive weapons will be removed from the item description.
- The damage multiplier when using the Giant Full Swing exclusive weapon is increased.
- Example: Based on Rank 1 of the skill:
- Before: 400%
- After: 430%
- Example: Based on Rank 1 of the skill:
- When using a Giant Full Swing exclusive weapon, the damage multiplier bonus according to the elapsed time of the minigame is removed.
- The damage multiplier bonus according to the gauge amount of the mini game is applied as before.
- The weapon attack effect has been changed so that it does not move along with the character.
- The “Giant Full Swing - Damage” Reforging attribute will appear instead of the “Giant Full Swing Damage” Reforging attribute.
- Two-handed maces with the “Giant Full Swing Damage” Reforging attribute have been changed to the “Giant Full Swing - Damage” attribute of the same level.