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
- Kamael
- Orcs
- Assassin and Blood Rose
- Death Knight and Sylph
- Rogues and archers
- Mages and priests
- Summoners
- Events, boxes and auto-use
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 time2.5→ 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
- The equipment requirements work now:
Giant,
Katana Master and
Sword Seizure need a one-handed sword,
Samurai Armor Master needs heavy armor. They used to work with any gear.
Clever Maneuver picks the strike by target:
Rush Jump on a monster,
Close Fight on a melee fighter,
Furious Chase on a ranged one. It used to pick at random.
Link no longer wipes the replacement from
Adamant Will: the enhanced
Disastrous Shriek stays on the bar, needs a sword and got its own cooldown against monsters.
Full Twist at levels 2–5 enhances
Disastrous Shriek, not only at level 1.
Atsumori removes fear when you take damage with a 20% chance and costs 40 MP.
Embodiment resets the cooldown of
Perception: Battojutsu,
Retaliation hits around you instead of around the target, and Advent costs MP again.
Domination lowers the target's sword resistance by 5% instead of raising it,
Sword Seizure gives unequip resistance +10…25%, and
Wind gives physical skill critical damage instead of the rate.
Heart of Sword and
Giant hand over the cooldown reduction and M. Def. +1500 from level 3, and the debuff removal also clears
Armor Crush.
Fundamental Teaching counts its steps by combat power correctly, and Samurai Standard Skills became a passive.
- And one more thing: the skills of all four classes generate as much monster aggression as their descriptions say.
Orcs
For every orc
Power Strike,
Iron Punch and
Wild Sweep no longer land critical hits — the description forbade them all along.
Battle Cry gives P. Def. from level 1 and M. Atk. from level 5, as the description promises.
Weapon Mastery gives P. Atk. +45% and M. Atk. +17% from the first level: these bonuses used to arrive only with
Shaman's Attack Mastery.
Rage recharges in 100→ 10 seconds,
Great Fury triggers with a 60% chance.
Titan
Hyper Rush ignores Shield Defense, as described.- The
Defense Break of
Titan Champion and the knockdown of
Titan's Weapon now trigger from a basic attack too, not only from
Rush,
Hyper Rush and the
Demolition Formulas.
Titanic Break casts in 4 seconds and ignores 5% of defense at every level, not only up to level 6.
Destroyer's Roar hits with 4,725 power, as described: it used to hit like a level 90
Destructive Shriek.
Full Knockdown knocks down for 3 seconds from level 2, and the knockdown of
Champion's Final Secret recharges in 1 second.- The
True Toughness of Vital Force Balance appears from level 2, as in the client.
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
Prophecy of Victory gives its speed bonus again.
Prophecy of Pa'agrio and
Swap Attack spend MP and Spirit Ore by level: every value used to sit on level 1, which made the second level free.
Pa'agrio's Touch heals twice as strongly and covers 10 targets, as described, and
Enhanced Seal of Infection hits 8 targets.- The MP cost now matches the descriptions for the Pa'agrio buffs,
Battlefield Glory,
Chant of Vampire,
Seal of Silence and
Freezing Flame, and
Crimson Flame and Freezing Flame cast in the promised time.
Vanguard Rider
Wild Health gives Max HP +100 — it used to give P. Atk. instead.
Darkness Unleashing gives physical skill critical rate +15%, as described.
Wild Rush under
Blazing Beast hits with the full power bonus: it used not to be read at all, and the strike went through as a basic attack.- The enhanced Swift Retreat no longer applies its hold twice.
Wide Threatening Swing recharges in 3 seconds,
Final Secret casts in 1.5 seconds, and
Amazing Piercing costs less MP at the top levels.
- 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
Enchanted Dagger Mastery,
Dagger and Rose,
Strong Vine Robes,
Rose Armor Mastery and
Strong Robes work only with a dagger and only in magic armor, as their descriptions say. The bonuses used to apply with any gear.
Briar Vortex costs 60…106 MP and recharges in 15 seconds: it used to be free and repeat every half second. Cast time is 3 seconds, as described.- The far hit of
Briar Vortex is weaker than the near one (156…233 against 166…246), exactly as written: both used to hit the same.
Vine Embrace costs 50…104 MP by level instead of 21 at every level.
Kingdom of Plants casts in 1.5 + 0.5 seconds and recharges in 10 seconds,
Bleeding Rose casts in 2.5 + 0.5 seconds: both used to be instant.
Reflecting Illusion costs 75 MP and casts in 1 second,
Crimson Rose costs 70 and 85 MP and casts in 2 seconds: both skills used to be free and instant.
Rose Attack and
Bleeding Rose Attack at level 16 cost MP: because of a table error that level was cast for free.
Vine Embrace,
Enchanted Rose's Assault,
Parasite Rose,
Blooming Nightmare,
Rose Thorns and
Queen's Garden generate as much monster hate as their descriptions say.
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
- Goring Charge costs
500→ 121…129 MP and recharges in 40 seconds against monsters, as the description promises.
Dual Blow,
Freezing Wound,
Elemental Change and
Elemental Care reach 600→ 700 — like
Greater Wind Shot and as their descriptions say.
Stealthy Swiftness costs 110…160 MP by level instead of 120 at every level, and its hate scales by level too.
Wind Mastery gives P. Atk. +5%→ +10%, Extra Hit gives a PvE damage bonus of+5%→ +15%.
Elemental Spirit hands out its PvE damage bonus from level 3, as the description promises, not only from level 4.
Blessing of Winds is applied instantly.
Rogues and archers
For every dagger class
- The range of the close skills is up to 120:
Deadly Blow,
Lethal Blow,
Dark Blow and Dark Blow: Blood,
Critical Wound and
Critical Wound: Focus,
Bluff and
Bluff: Edge. Some of them used to hit only point blank — from 40 and 70.
Rogue's Armor Mastery works as written: its eight bonuses (P. and M. Def., evasion, speed, Max HP) are given in light armor. The armor requirement was not checked at all before.
Deadly Blow in PvP hits one target, as described; against monsters it still hits three.
Bluff costs MP as described, and
Critical Wound generates as much monster hate as its description says.
Hide costs 30 MP at the first three levels instead of 38, and
Clear Movements costs 60 and 78 MP.
For every archer
Triple Shot recharges in 8→ 2 seconds
Legendary Archer recharges in 10→ 60 seconds
Target Lock and
Legendary Shot are instant,
True Aim casts in 1.5 seconds.- The MP cost matches the descriptions:
Spiral Shot 224…260,
Double Shot 24…80,
Holding Shot 70.
Arrow Rain,
Incendiary Shot,
Freezing Shot and Wind Shot generate as much monster hate as their descriptions say.
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
Mana Regeneration recharges in 2→ 10 seconds and costs90→ 75 MP at level 5. This covers the Archmage, the Soultaker, the Mystic Muse and the Storm Screamer.- The four elemental explosions are level again:
Flame Explosion,
Thunder Explosion and
Void Explosion hit harder than described, so all four now carry the power of
Mystic Explosion.
Arcane Shield generates as much monster aggression as its description says.
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
Anchor is no longer free at levels 21–23 and costs what it promises at levels 17–20: the level numbers were written with an offset in the data.- MP costs now match the descriptions for
Summon Corrupted Man,
Death Spike,
Servitor Recharge,
Servitor Heal and
Void Explosion.
Soul Guardian lasts 25 seconds, as described, and the aggression of
Dark Burst matches its description.
Archmage
Inferno hits with the power from its description: the skill was stronger than written, and now it lands like
Blizzard and
Demon Wind.
Archmage's Shield recharges in 300 seconds, as its description promises.
Flame Explosion costs the MP its description promises.
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
Infection Resilience is passive again and gives its owner infection resistance +3…+20%: the server carried an active skill instead, one that lowered the enemy's resistance.- MP costs now match the descriptions for
Hurricane,
Twister and
Thunder Explosion.
Eva's Saint
Eva's Grail costs 150 MP — the skill used to be cast for free.
Shillien Saint
Nemesis levels 2 and 3 replace the lower ones: all three levels were written as the first one in the data.
Shillien's Grail costs 150 MP,
Shillien's Power 58 and
Mass Wind Shackles 140.
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
Ethereal Strike costs 69→ 56 MP — another extra initial cost.
Swift Servitor Heal costs what its description says: 19…120→ 24…150 MP by level.
Ray of Light recharges in 4→ 10 seconds.
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
Summon Shadow costs 47→ 39 MP: the initial cost is no longer charged on top of the described one.
Summon Silhouette casts in 10→ 6 seconds.
Elemental Master
Over the Rainbow and
Over the Rainbow: Master — the unicorn effect finally works. The unicorn hits the enemies around it (up to 8 targets) with a power of 350, or 470 in the master version, and has a chance to apply
Rainbow Roots. That part of the skill used to do nothing at all: it was empty in the data.
Elemental Resonance and
Elemental Acumen work as written: the resistance to paralysis, pull and knockdown, the melee weapon resistance, WIT and M. Crit. Rate now come with light armor only. The armor condition was not checked at all before, so the bonuses worked with any armor.
Elemental Vortex costs 43…75→ 103…125 MP and generates the aggression from its description, and
Elemental Shackles costs 43…75→ 76…92 MP.
Summon Elemental Globe costs 100 MP: the skill used to be cast for free.
Elemental Nurture is castable without a cooldown again — the server gave it 60 seconds.- Effect points and aggression now match the descriptions for
Elemental Mastership,
Elemental Concentration,
Elemental Charm,
Elemental Speed,
Friendly Walk,
Rainbow Roots,
Elemental Roots and
Summon Elemental Globe.
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.