Fixes · NewAge x2 and Spark x1

Dwarves, Kamael, Orcs and More: Skill Fixes

A big fix pack: we checked the skills of the dwarves, the Kamael, the orcs, the Assassin and Blood Rose, the Death Knight and Sylph, the rogues and archers, the mages, the priests and the summoners against their descriptions. Mortal Piercing goes past the shield, Target Lock raises the damage the target takes again, Over the Rainbow finally brings the unicorn into the fight, and boxes no longer burn two items per opening.

On September 25 a big fix pack went live on NewAge x2 and Spark x1: we checked the skills of the dwarves, the Kamael, the orcs, the Assassin and Blood Rose, the Death Knight and the Sylph, the rogues and the archers, the mages, the priests and the summoners against their in-game descriptions and fixed everything that didn't match. Alongside it: fixes to the PvP events, to boxes and to auto-use. Everything by section below.

Dwarves

Fortune Seeker

  • Fortune Seeker's Mark brings its extra reward again: if a marked raid boss dies under Fortune Time, it drops the fortune reward. The mark used to sit on the boss and give nothing.
  • Trophy Thief hits 4 targets at the first star, 6 at the second and 8 at the third. Before, the first star hit 8 targets and the second and third hit every enemy around.
  • Golden Stone stops petrified targets from recovering MP and CP, not only HP, as described.
  • Adena Stun almost never lands a critical hit, as the description says.
  • Rolling Dice raises the basic critical rate by 10 → 15, as described. The "Power" outcome no longer adds Atk. Spd. +55%: the description has no such bonus.
  • Blessed Rush casts in 1.0 + 0.5 → 0.8 + 0.2 sec.
  • Spoil Crush at levels 17–20 costs 74–80 → 73–76 MP, Crushing Leap at levels 10–12 — 81–85 → 80–82.
  • Collecting Mastery works: dismantling raw material adds 1% to the creation points, and 10% from the second level. The skill used to give nothing, and its second level was written down as 3%.

Maestro

  • Strengthen Golem at level 3 also gives the golem P. Atk. +300, M. Atk. +300 and +3% power for all skills, as described.
  • Golem Reinforcement at level 3 also gives the golem P. Def. +500 and cuts the golem's skill MP cost by 20%.
  • Prime Master raises the shock chance and debuff resistance by 10% → 20%, as described. Cast time 2.5 → 2 + 0.5 sec.
  • Critical Creation raises the critical success chance by 3 / 5 / 10%, Master of Creation raises the success chance by 5 / 10 / 20%: the numbers of these two skills were swapped.
  • Earth Tremor at levels 17–20 costs 74–80 → 73–76 MP, Summon Mechanic Golem at level 7 — 119 → 118 MP.

For every dwarf

  • Dwarven Armor Mastery gives its full P. Def. in heavy armor — up to +322. Heavy armor used to give less defense than light: up to +100.
  • The received critical damage reduction of Dwarven Armor Mastery works only in light armor, as described.
  • Blessing of Stun from Dwarven Weapon Mastery triggers with a sword or a blunt and from the second level of the mastery, as described. Before — with any weapon and from level 1.
  • Weapon Reinforcement at level 6 lowers the target's Atk. Spd. and Casting Spd. by 10% → 15%, as described.
  • Body Crush at levels 10–12 removes 2 buffs from the target instead of 1 and almost never lands a critical hit, as the description says. Level 4 power — 1,820.
  • Life Gain at the second and third star again gives debuff resistance at 80,000 Max HP and above.
  • Maphr's Magic Barrier at level 3 costs 5 Spirit Ore, like the other Maphr buffs of that level.
  • The stuns of Body Crush, Armor Crush and Adena Stun stopped bypassing the protection from repeated stuns: against players their chance now falls off like every other shock skill.
  • The dwarves' attacks and skills generate as much monster aggression as the client data says: Fortune Seeker's Mark, the Golden Stone hit on dispel, the golem strike from Mechanical Masterpiece, Armor Crush at levels 9–11 and Physical Damage.

Kamael

For every Kamael

  • Soul Strike: the extra hits from physical and magic skills trigger only with a rapier, as described. Before — with any weapon.
  • Death Mark raises the critical damage the target takes by 17% and 20% at levels 4–5 and is applied at most once every 10 seconds.
  • Rapier Mastery gives +5% physical skill power from level 1, and the extra hit of Soul Piercing recharges in 8 seconds.

Soul Hound

  • Blink provokes the monsters where you appear, as the description promises.
  • Soul Slash hits 30% harder against a target paralyzed by lightning from level 7, and does not crit at level 1.
  • Soul Hound's Shield absorbs 30% → 70% of the damage
  • Lightning Squall paralyzes for 2 → 3 seconds and casts in 1.0 + 0.5 sec., while Lightning Mastery raises the paralysis chance by 25% → 15%.
  • Lightning Valor got a 1.0 + 0.5 sec. cast time and a 10-second cooldown, Leopold costs 400 MP and casts in 1.5 sec.
  • The guises cost 50 HP and 50 MP, cast in 1.0 + 0.5 sec. and give +60 rapier attack range.
  • The MP cost of Soul Slash and Soul Spark, Shadow Bind and Voice Bind now matches the descriptions.

Doombringer

  • Soul Smash hits 30% harder against a stunned enemy from level 7.
  • Force - Rush Impact lands an extra sword strike instead of only stunning, and the stun recharges in 20 → 5 seconds
  • Soul Mark lasts 20 seconds and lowers magic skill power by 20% without any enchant.
  • Shock Impact stuns with a 50 / 70 / 80% chance by star: the second and third stars used to be worse than the first.
  • Soul Roar no longer heals twice, Effective Dash leaps 500 / 600 / 700.
  • Death Pain gives P. Atk. +15%, Increase Power became a physical skill and costs 25…65 MP.
  • Overwhelming Force and Soul Weapon no longer wipe each other's Enuma Elish replacement, and Soul Prison against players hits and slows once each — it used to do both twice.

Trickster

  • Archer's Armor Mastery gives P. Def., evasion, skill power and Max HP only in light armor, as described. Before — in any armor.
  • Critical Shot became a buff: with a 10% chance on a bow attack it raises the critical rate for 10 seconds.
  • Deadly Shooter gives P. Accuracy +10, the fear and hold chances and physical skill critical damage.
  • The enhanced Soul Panic Shot is reachable at last: it looks at the active Dexterous Body instead of the learned level.
  • Target Lock raises the damage the target takes by 30% instead of lowering it by 10%.
  • Multishot does not crit and recharges in 10 seconds, while Ultimate Multishot casts in 2.8 sec. — it used to be slower than the regular one.
  • Cooldowns and MP costs now match the descriptions for Twin Shot, Triple Shot and Devious Shot, Soul Stigma and Deadly Shooter.

Samurai

  • And one more thing: the skills of all four classes generate as much monster aggression as their descriptions say.

Orcs

For every orc

Titan

Grand Khavatari

  • Force Burst and Force Blaster ignore Shield Defense and 10% of defense, Force Storm ignores Shield Defense, and Hurricane Assault ignores 10% of defense; it also got its range of 120 and its cast completion back.
  • Jump Attack hits at full power at all ten levels and knocks down at 6–10: above level 5 the strike used to go to waste. The power matches the description now, and Shield Defense ignoring was added.
  • Khavatari Spirit gives M. Def. +500 — it used to give P. Def. instead.
  • Cacophony of War against players takes 30% HP and MP with a 40% and 70% chance by level (level 2 used to take 70% with no chance at all) and hits twice at level 2; the speed bonus is now +30 points.
  • The slow of Fist Weapon Mastery works from level 11, the pull of Rabbit Spirit Totem from level 2 and the knockdown of Khavatari's Attack Mastery from level 15, as their descriptions say.
  • Fire Endurance at level 2 cuts the MP cost of physical skills by 10%, Master of Combat: Orc gives physical skill critical damage +10%, and Punch of Doom and Wild Scratch cost as much MP as promised.

Dominator and Doomcryer

Vanguard Rider

  • And one more thing: the skills of all five classes generate as much monster hate as their descriptions say.

Assassin and Blood Rose

Assassin

  • Dagger Expert, Light Armor Expert and Agile Movements now work exactly as described: the first with a dagger, the other two in light armor. Their bonuses used to apply with any weapon and in any armor.
  • Relentless Attack lands three equal strikes of 4,800…6,257 power ignoring 15% of defense, as described: the first strike used to be stronger than the rest and ignored 35%.
  • Shadow Attack casts from 350 → 400 — as the description promises.
  • Brutality lowers knockback and knockdown resistance by 50%, as the description says: it used to raise it instead.

Blood Rose

Death Knight and Sylph

Death Knight

  • Bone Cage costs 57…70 MP by level: the skill used to be cast for free.
  • The enhanced Punishment at levels 24 and 25 costs MP again and counts the magic level — the last two levels used to be free; at 21–23 the cost matches the description now.
  • Acceleration gives 1 DP on every attack instead of every other one: the extra 50% chance is gone, only the 1-second trigger cooldown is left, as described.
  • Cast times match the descriptions: Call of Flame and Call of Frost — 1.5 + 0.5 seconds (like Call of Lightning), Flaming Body — 1.0 + 0.5, Lightning Storm — 2.0 + 0.5, Ultimate Death Knight — 1.0 + 0.5, Devour — 0.5, Change Armor — instant.
  • Wipeout at levels 12–15 costs as much MP as promised.
  • Undying Body at level 2 lowers received healing by 80%, as the description says.
  • Deadly Pull generates as much monster hate as its description says.

Sylph

Rogues and archers

For every dagger class

For every archer

By class

  • Adventurer: Critical Assault reaches 90 → 120.
  • Wind Rider: Fury Blade reaches 80 → 120.
  • Ghost Hunter: Mortal Piercing finally goes past the shield, as its description promises: the shield used to block it like a basic hit. The skill also reaches 120 and generates the promised hate, and Counterattack costs 40 MP.
  • Sagittarius: Flame Arrow Rain costs 101 and 108 → 170 and 180 MP.
  • Moonlight Sentinel: Water Arrow Rain costs 101 and 108 → 170 and 180 MP. The Ghost Sentinel's Storm Arrow Rain already had the right cost.
  • Ghost Sentinel: Dead Eye level 10 now replaces its own lower levels.
  • For all six: Mortal Blow reaches 40 → 120 and recharges in 1.5 seconds.

Mages and priests

For all eight classes

  • Fireball reaches 600, and 700 at level 6, as its description says.
  • Self Heal casts in 5 / 4.5 / 4 / 3.5 / 3 seconds by level, and Ice Bolt costs the MP its description promises.
  • Fireball and Wind Strike generate as much monster aggression as their descriptions say.

For every priest

  • Priest's Armor Mastery finally works as written: light armor now grants the P. Def. and M. Def. that were missing entirely, and the base P. Def. +10 comes on top of the armor. This covers the Cardinal, the Hierophant, Eva's Saint and the Shillien Saint.
  • Mana Effect Boost casts in 3 → 1 second.
  • MP costs now match the descriptions: Group Heal 33…, Might of Heaven 27…, Greater Group Heal 69… (Cardinal, Eva's Saint and Shillien Saint), Divine Beam 56… (Hierophant, Eva's Saint and Shillien Saint).
  • Decrease Weight is passive again for the Hierophant and Eva's Saint — no more recasting it every 20 minutes.

For every mage

Cardinal

  • Blessing level 3 is no longer cast for free: the level number was mixed up in the data, so the third level came free and without a magic level while the second cost as much as the third.
  • Chaos: Master from Dark Side finally works — the second level used to do nothing at all and the first was twice as strong as described.
  • Restore Life got its magic level at level 5.
  • Enlightenment recharges in 60 → 600 seconds: a zero was lost in the data and the skill came back after a minute.
  • Repose costs 59 → 33 MP, Advanced Cleanse at level 2 55 → 59, and Sensation 128 → 103.
  • Chain Heal, Peace and Repose raise aggression again, as intended, and Dark Side's aggression now matches its description.

Hierophant

  • Enchanter's Armor Mastery hands out what it promises: the base P. Atk. was not set at all, so magic armor gave none of it, and light armor carried Max. HP by mistake instead of Max. MP, which did not work anyway. The base P. Def. and P. Atk. now add up with the armor bonus.
  • The aggression of Fatal Crush and the MP cost of Word of Fear now match their descriptions.

Soultaker

Archmage

Mystic Muse

  • Mystic Power Mastery now demands what it says: a magic blunt weapon or a magic sword, plus magic armor. All of its bonuses used to work with any gear.
  • Frost-dew level 2 replaces level 1 — both levels were written as the first one in the data.
  • Faery Shield costs 200 MP and recharges in 300 seconds, as described.
  • Mystic Explosion costs the MP its description promises, and the aggression of Mystic Spiral is fixed.

Storm Screamer

Eva's Saint

  • Eva's Grail costs 150 MP — the skill used to be cast for free.

Shillien Saint

Summoners

For all three

  • Summon Friend costs 324 → 180 MP: the server charged the initial cost on top of the described one. This covers the Arcana Lord, the Elemental Master and the Spectral Master.
  • The cubic strikes — Attack of Secrets, Attribute Attack and Phantom Attack — generate as much monster aggression as their descriptions say.

Arcana Lord and Spectral Master

Arcana Lord

  • Servitor Wind Walk level 3 is no longer cast for free and got its magic level: the level number was written twice in the data, which left the third level without a cost.
  • Summon Kat the Cat costs 31…109 → 39…137 MP.
  • The cooldowns of the first servitors match the descriptions: Summon Kat the Cat and Summon Mew the Cat recharge in 10 seconds at levels 1–4 and in 5 seconds from level 5. Kat used to come back in 5 seconds at every level, and Mew in 10.

Spectral Master

Elemental Master

Events, boxes and auto-use

PvP events

  • The end of an event no longer gives you a PK. A hit or a skill started in the arena could land once the participants had already been moved to town, and it counted as a kill outside the arena with a reputation penalty. Now the fight of every participant and their pets stops the moment the event ends. This covers Domination, Red Battlefield, Last Hero, Arena Match and Massacre.
  • Players who die in the last seconds of Domination and Last Hero no longer end up dead in town.
  • Last Hero: if the fight ended on time, in a draw or was stopped, the survivors get the reward for their own kills. It used to go only to the winner and to those who were knocked out.

Arena Match

  • The registration window updates for everyone: you can see how many players are in the queue and whether you are signed up. During your own match the window does not pop up and it closes when you are moved to the arena.
  • The board with the number of living players updates after every elimination instead of once every 15 seconds.
  • The end-of-match message shows who won and how many players are left in each team.
  • When registration closes, the players in the queue and on the readiness check get a message that they were removed from the queue.
  • Anyone who left the arena before the end of the match (kicked for inactivity, for example) is no longer teleported back to where the match took them from.

Boxes, auto-use and skills

  • Boxes, caskets and chests ("Lucky Box", "Gemstone Box Lv. 4/5", "A-grade Weapon Chest +15", "Star Agathion Box" and others), as well as clan runes and supplies, were consumed two at a time per opening. If such an item was the last one, it vanished with no reward. One opening now takes one item.
  • An item placed in several auto-use slots is no longer consumed twice per trigger. The same goes for switching auto-use back on.
  • The paralysis of Lightning (the extra hit of the Soul Hound's Chain Lightning) and the hold of the Legendary Explosive Shot now trigger with an 80% chance and respect paralysis and hold resistance. They used to land every time.
Spotted another mismatch with a skill description? Tell us — we'll check and fix it. Discord
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