2012-06-04, 03:47 PM
Kreeftje Wrote:Thanks a lot for the extractions! And Fiel, I'm sure there are more PvP changes, my Bishop's infinity has decreased from 10% per 4 seconds to 3% per 4 seconds for example. Oh, and, do we also have the three pet bonus skills?
I only put out the PvE changes since that's pretty much all people care about. You'll notice that the spoiler is clearly marked PvE. I have to run a different script to get PvP stuff.
(PVP) Skill Changes
Crusader
Brandish:
Changed - damage (255 --> 220) (215+2*level --> 180+2*level)
Coma:
Changed - damage (560 --> 500) (440+6*level --> 380+6*level)
Changed - y (1 --> 3) (1 --> 3)
Changed - cooltime (3 --> 5) (3 --> 5)
Panic:
Changed - y (2 --> 5) (2 --> 5)
Changed - cooltime (5 --> 10) (5 --> 10)
Changed - damage (255 --> 220) (215+2*level --> 180+2*level)
Coma:
Changed - damage (560 --> 500) (440+6*level --> 380+6*level)
Changed - y (1 --> 3) (1 --> 3)
Changed - cooltime (3 --> 5) (3 --> 5)
Panic:
Changed - y (2 --> 5) (2 --> 5)
Changed - cooltime (5 --> 10) (5 --> 10)
Dark Knight
Dark Impale:
Changed - mobCount (6 --> 3) (6 --> 3)
Beholden:
Changed - Name (Beholder --> Beholden)
Hex of the Beholder:
Changed - Description (Beholder counterattacks against the attacker upon receiving damage, transferring some of the counterattack damage into Dark Knight's HP. However, no more than 5% of HP may be recovered at once.\nRequired Skill: #cBeholder Lv. 1# --> Beholden counterattacks against the attacker upon receiving damage, transferring some of the counterattack damage into Dark Knight's HP. However, no more than 5% of HP may be recovered at once.\nRequired Skill: #cBeholden Lv. 1#)
Beholder's Healing:
Changed - Description (The black spirit periodically restores your HP. The amount of healing increases as the skill level increases.\nRequired Skill: #cBeholder Lv. 1# --> The black spirit periodically restores your HP. The amount of healing increases as the skill level increases.\nRequired Skill: #cBeholden Lv. 1#)
Changed - mobCount (6 --> 3) (6 --> 3)
Beholden:
Changed - Name (Beholder --> Beholden)
Hex of the Beholder:
Changed - Description (Beholder counterattacks against the attacker upon receiving damage, transferring some of the counterattack damage into Dark Knight's HP. However, no more than 5% of HP may be recovered at once.\nRequired Skill: #cBeholder Lv. 1# --> Beholden counterattacks against the attacker upon receiving damage, transferring some of the counterattack damage into Dark Knight's HP. However, no more than 5% of HP may be recovered at once.\nRequired Skill: #cBeholden Lv. 1#)
Beholder's Healing:
Changed - Description (The black spirit periodically restores your HP. The amount of healing increases as the skill level increases.\nRequired Skill: #cBeholder Lv. 1# --> The black spirit periodically restores your HP. The amount of healing increases as the skill level increases.\nRequired Skill: #cBeholden Lv. 1#)
F/P Archmage
Mist Eruption:
Changed - damage (320 --> 240) (230+3*level --> 180+2*level)
Paralyze:
Changed - damage (121 --> 115) (91+level --> 85+level)
Changed - mobCount (5 --> 3) (5 --> 3)
Infinity:
New - Description (Enables one to use skills without spending mana, and stance effect will trigger on hit with a set probability. Continues to recover HP and MP and increases the damage of all attack magic. [Cooldown: 3 min])
New - Level readout (MP Cost: #mpCon, Recovers HP and MP by #y% every 4 secs, Increases damage by Magic ATT by #damage% every 4 sec, Chance of Activating Stance Effect: #prop%, Duration: #time sec)
Changed - damage (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - y (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - z (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - damage (320 --> 240) (230+3*level --> 180+2*level)
Paralyze:
Changed - damage (121 --> 115) (91+level --> 85+level)
Changed - mobCount (5 --> 3) (5 --> 3)
Infinity:
New - Description (Enables one to use skills without spending mana, and stance effect will trigger on hit with a set probability. Continues to recover HP and MP and increases the damage of all attack magic. [Cooldown: 3 min])
New - Level readout (MP Cost: #mpCon, Recovers HP and MP by #y% every 4 secs, Increases damage by Magic ATT by #damage% every 4 sec, Chance of Activating Stance Effect: #prop%, Duration: #time sec)
Changed - damage (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - y (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - z (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
I/L Archmage
Chain Lightning:
Changed - damage (124 --> 77) (94+level --> 47+level)
Infinity:
New - Description (Enables one to use skills without spending mana, and stance effect will trigger on hit with a set probability. Continues to recover HP and MP and increases the damage of all attack magic. [Cooldown: 3 min])
New - Level readout (MP Cost: #mpCon, Recovers HP and MP by #y% every 4 secs, Increases damage by Magic ATT by #damage% every 4 sec, Chance of Activating Stance Effect: #prop%, Duration: #time sec)
Changed - damage (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - y (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - z (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Glacier Chain:
Changed - damage (220 --> 170) (160+2*level --> 110+2*level)
Changed - mobCount (6 --> 4) (6 --> 4)
Changed - damage (124 --> 77) (94+level --> 47+level)
Infinity:
New - Description (Enables one to use skills without spending mana, and stance effect will trigger on hit with a set probability. Continues to recover HP and MP and increases the damage of all attack magic. [Cooldown: 3 min])
New - Level readout (MP Cost: #mpCon, Recovers HP and MP by #y% every 4 secs, Increases damage by Magic ATT by #damage% every 4 sec, Chance of Activating Stance Effect: #prop%, Duration: #time sec)
Changed - damage (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - y (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - z (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Glacier Chain:
Changed - damage (220 --> 170) (160+2*level --> 110+2*level)
Changed - mobCount (6 --> 4) (6 --> 4)
Priest
Shining Ray:
Changed - damage (135 --> 115) (105+level --> 85+level)
Changed - mobCount (4 --> 3) (4 --> 3)
Changed - damage (135 --> 115) (105+level --> 85+level)
Changed - mobCount (4 --> 3) (4 --> 3)
Bishop
Infinity:
New - Description (Enables one to use skills without spending mana, and stance effect will trigger on hit with a set probability. Continues to recover HP and MP and increases the damage of all attack magic. [Cooldown: 3 min])
New - Level readout (MP Cost: #mpCon, Recovers HP and MP by #y% every 4 secs, Increases damage by Magic ATT by #damage% every 4 sec, Chance of Activating Stance Effect: #prop%, Duration: #time sec)
Changed - damage (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - y (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - z (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
New - Description (Enables one to use skills without spending mana, and stance effect will trigger on hit with a set probability. Continues to recover HP and MP and increases the damage of all attack magic. [Cooldown: 3 min])
New - Level readout (MP Cost: #mpCon, Recovers HP and MP by #y% every 4 secs, Increases damage by Magic ATT by #damage% every 4 sec, Chance of Activating Stance Effect: #prop%, Duration: #time sec)
Changed - damage (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - y (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Changed - z (10 --> 3) (roundUp(level/3) --> roundUp(level/10))
Bowmaster
Advanced Final Attack:
New - Description (Permanently increases ATT and Accuracy. Greatly increases the damage and activation rate of your Final Attack.\nRequired Skill: #cFinal Attack Lv. 20#)
New - Level readout (Permanently increases ATT by #padX and Accuracy by #ar%. Also has a #prop% chance of activating #damage% Final Attack)
Changed - damage (210 --> 180) (150+2*level --> 150+level)
Changed - prop (70 --> 55) (40+level --> 40+roundUp(level/2))
New - Description (Permanently increases ATT and Accuracy. Greatly increases the damage and activation rate of your Final Attack.\nRequired Skill: #cFinal Attack Lv. 20#)
New - Level readout (Permanently increases ATT by #padX and Accuracy by #ar%. Also has a #prop% chance of activating #damage% Final Attack)
Changed - damage (210 --> 180) (150+2*level --> 150+level)
Changed - prop (70 --> 55) (40+level --> 40+roundUp(level/2))
Hermit
Avenger:
Changed - mobCount (4 --> 3) (4 --> 3)
Shadow Web:
Changed - time (5 --> 3) (1+roundUp(level/5) --> 1+roundUp(level/10))
Changed - prop (50 --> 15) (10+2*level --> 5+roundUp(level/2))
Changed - cooltime (30 --> 10) (30 --> 10)
Changed - mobCount (4 --> 3) (4 --> 3)
Shadow Web:
Changed - time (5 --> 3) (1+roundUp(level/5) --> 1+roundUp(level/10))
Changed - prop (50 --> 15) (10+2*level --> 5+roundUp(level/2))
Changed - cooltime (30 --> 10) (30 --> 10)
Night Lord
Triple Throw:
Changed - damage (238 --> 220) (148+3*level --> 130+3*level)
Changed - damage (238 --> 220) (148+3*level --> 130+3*level)
Chief Bandit
Assaulter:
Changed - damage (305 --> 255) (205+5*level --> 195+3*level)
Changed - damage (305 --> 255) (205+5*level --> 195+3*level)
Shadower
Smoke Bomb:
Changed - time (7 --> 10) (4+roundUp(level/10) --> 4+roundUp(level/5))
Boomerang Step:
Changed - damage (393 --> 450) (243+5*level --> 300+5*level)
Assassinate:
Changed - damage (419 --> 450) (299+4*level --> 330+4*level)
Changed - time (7 --> 10) (4+roundUp(level/10) --> 4+roundUp(level/5))
Boomerang Step:
Changed - damage (393 --> 450) (243+5*level --> 300+5*level)
Assassinate:
Changed - damage (419 --> 450) (299+4*level --> 330+4*level)
Semi-Dualer (20-29)
Triple Stab:
Changed - damage (95 --> 105) (75+2*level --> 85+2*level)
Changed - damage (95 --> 105) (75+2*level --> 85+2*level)
Dualer (30-54)
Slash Storm:
Changed - damage (150 --> 170) (110+2*level --> 130+2*level)
Changed - damage (150 --> 170) (110+2*level --> 130+2*level)
Dual Master (55-69)
Upper Stab:
Changed - damage (232 --> 250) (132+5*level --> 150+5*level)
Changed - damage (232 --> 250) (132+5*level --> 150+5*level)
Slasher (70-119)
Chains of Hell:
Changed - damage (100 --> 125) (60+2*level --> 85+2*level)
Bloody Storm:
Changed - damage (215 --> 235) (185+3*level --> 205+3*level)
Changed - damage (100 --> 125) (60+2*level --> 85+2*level)
Bloody Storm:
Changed - damage (215 --> 235) (185+3*level --> 205+3*level)
Dual Blader (120+)
Phantom Blow:
Changed - damage (136 --> 125) (106+level --> 95+level)
Final Cut:
Changed - Level readout (MP Cost: #mpCon, HP Cost, #x%, Damage: #damage%, Max Enemies Hit: #mobCount, Damage Increase: #y% for #time sec, Cooldown: #cooltime sec --> Consume #mpCon MP and #x% HP to inflict #damage% damage on a maximum of #mobCount enemies. A #z% chance of causing Instant Death. +#w% ATK for #time sec, #cooltime-sec. cooldown time )
New - w (10) (roundUp(level/3))
Blade Fury:
Changed - damage (191 --> 205) (131+2*level --> 145+2*level)
Changed - damage (136 --> 125) (106+level --> 95+level)
Final Cut:
Changed - Level readout (MP Cost: #mpCon, HP Cost, #x%, Damage: #damage%, Max Enemies Hit: #mobCount, Damage Increase: #y% for #time sec, Cooldown: #cooltime sec --> Consume #mpCon MP and #x% HP to inflict #damage% damage on a maximum of #mobCount enemies. A #z% chance of causing Instant Death. +#w% ATK for #time sec, #cooltime-sec. cooldown time )
New - w (10) (roundUp(level/3))
Blade Fury:
Changed - damage (191 --> 205) (131+2*level --> 145+2*level)
Cannon Shooter (I)
Cannon Blaster:
Changed - Delay (flamesplash - 960 ms --> flamesplash - 810 ms)
Changed - damage (215 --> 205) (155+3*level --> 145+3*level)
New - Animation (effect0)
New - Animation (hit.0)
Cannon Strike:
Changed - Description (Knocks back nearby enemies with a cannon punch. --> Launch a powerful cannon punch at one enemy.)
Changed - Level readout (MP Cost: #mpCon, Damage: #damage%, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount, Knock-back Chance: #prop% --> MP Cost: #mpCon, Damage: #damage%, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount)
Changed - Info (type = 1, areaAttack = 1, pushTarget = 1 --> type = 1, areaAttack = 1)
Changed - mpCon (18 --> 9) (10+2*roundUp(level/5) --> 5+2*roundUp(level/10))
Changed - damage (78 --> 95) (58+level --> 75+level)
Changed - attackCount (2 --> 3) (2 --> 3)
Changed - mobCount (4 --> 1) (4 --> 1)
Removed - prop
Removed - x
Blast Back:
Changed - Delay (giganticBackstep - 480 ms --> giganticBackstep - 300 ms)
Changed - Delay (flamesplash - 960 ms --> flamesplash - 810 ms)
Changed - damage (215 --> 205) (155+3*level --> 145+3*level)
New - Animation (effect0)
New - Animation (hit.0)
Cannon Strike:
Changed - Description (Knocks back nearby enemies with a cannon punch. --> Launch a powerful cannon punch at one enemy.)
Changed - Level readout (MP Cost: #mpCon, Damage: #damage%, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount, Knock-back Chance: #prop% --> MP Cost: #mpCon, Damage: #damage%, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount)
Changed - Info (type = 1, areaAttack = 1, pushTarget = 1 --> type = 1, areaAttack = 1)
Changed - mpCon (18 --> 9) (10+2*roundUp(level/5) --> 5+2*roundUp(level/10))
Changed - damage (78 --> 95) (58+level --> 75+level)
Changed - attackCount (2 --> 3) (2 --> 3)
Changed - mobCount (4 --> 1) (4 --> 1)
Removed - prop
Removed - x
Blast Back:
Changed - Delay (giganticBackstep - 480 ms --> giganticBackstep - 300 ms)
Cannon Shooter (II)
Scatter Shot:
Changed - damage (169 --> 175) (129+2*level --> 135+2*level)
Barrel Bomb:
Changed - mobCount (4 --> 3) (4 --> 3)
Changed - prop (50 --> 15) (20+3*roundDown(level/2) --> 5+roundUp(level/2))
Changed - w (140 --> 245) (100+2*level --> 185+3*level)
Changed - damage (169 --> 175) (129+2*level --> 135+2*level)
Barrel Bomb:
Changed - mobCount (4 --> 3) (4 --> 3)
Changed - prop (50 --> 15) (20+3*roundDown(level/2) --> 5+roundUp(level/2))
Changed - w (140 --> 245) (100+2*level --> 185+3*level)
Cannon Shooter (III)
Pirate Rush:
Changed - mhpR (20 --> 10) (level --> roundUp(level/2))
Changed - pddR (100 --> 25) (5*level --> 5+level)
Changed - mddR (100 --> 25) (5*level --> 5+level)
Monkey Wave:
New - Animation (affected)
New - Animation (specialAffcted)
Monkey Madness:
Changed - Level readout (Active Effects - MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Stun Chance: #prop%, Stun Duration: #time sec, Cooldown: #cooltime sec\nPassive Effects - Monkey Rush Boom Damage: +#damR% --> Active Effects - MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Stun Chance: #prop%, Stun Duration: #time sec, Cooldown: #cooltime sec\nPassive Effects - Barrel Bomb Explosion Damage: +#damR%)
Changed - mobCount (8 --> 6) (8 --> 6)
Changed - prop (15 --> 10) (5+roundUp(level/2) --> 5+roundUp(level/4))
Changed - time (2 --> 1) (roundUp(level/10) --> 1)
Cannon Jump:
Changed - Info (type = 2, casterMove = 1, areaAttack = 1 --> type = 2, casterMove = 1, areaAttack = 1, pvp = 0)
Monkey Wave:
Changed - mobCount (6 --> 4) (6 --> 4)
Changed - mhpR (20 --> 10) (level --> roundUp(level/2))
Changed - pddR (100 --> 25) (5*level --> 5+level)
Changed - mddR (100 --> 25) (5*level --> 5+level)
Monkey Wave:
New - Animation (affected)
New - Animation (specialAffcted)
Monkey Madness:
Changed - Level readout (Active Effects - MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Stun Chance: #prop%, Stun Duration: #time sec, Cooldown: #cooltime sec\nPassive Effects - Monkey Rush Boom Damage: +#damR% --> Active Effects - MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Stun Chance: #prop%, Stun Duration: #time sec, Cooldown: #cooltime sec\nPassive Effects - Barrel Bomb Explosion Damage: +#damR%)
Changed - mobCount (8 --> 6) (8 --> 6)
Changed - prop (15 --> 10) (5+roundUp(level/2) --> 5+roundUp(level/4))
Changed - time (2 --> 1) (roundUp(level/10) --> 1)
Cannon Jump:
Changed - Info (type = 2, casterMove = 1, areaAttack = 1 --> type = 2, casterMove = 1, areaAttack = 1, pvp = 0)
Monkey Wave:
Changed - mobCount (6 --> 4) (6 --> 4)
Cannon Shooter (IV)
Cannon Barrage:
Changed - Description (Focus your firepower on enemies ahead of you. Additional critical chance is applied. --> Concentrate your fire on a single enemy in front of you with an enhanced Critical Attack rate.)
Changed - mpCon (53 --> 63) (35+3*roundDown(level/5) --> 45+3*roundDown(level/5))
Changed - damage (135 --> 125) (105+level --> 95+level)
Monkey Militia:
Changed - Level readout (MP Cost: #mpCon, Summon Duration: #time sec, Damage: #damage%, Max Enemies Hit: #mobCount\nCooldown: #cooltime sec# --> #mpCon MP consumption, a #time-second summon duration, #damage% damage on each target\n#c#cooltime-second cooldown time#)
Changed - mpCon (95 --> 70) (50+15*roundDown(level/5) --> 40+10*roundDown(level/5))
Changed - damage (205 --> 170) (160+3*level --> 140+2*level)
Changed - time (120 --> 10) (30+6*level --> 5+roundUp(level/3))
Anchors Aweigh:
Changed - Name (Anchors Away --> Anchors Aweigh)
Changed - damage (225 --> 195) (150+5*level --> 150+3*level)
Changed - prop (75 --> 10) (30+3*level --> 5+roundUp(level/3))
Cannon Bazooka:
Changed - Description (Fires a powerful shot that deals damage to multiple enemies nearby. --> Shoot a powerful cannonball at multiple enemies in front of you. )
Changed - mpCon (65 --> 75) (35+5*roundDown(level/5) --> 50+5*roundDown(level/6))
Nautilus Strike:
Changed - damage (450 --> 405) (360+3*level --> 315+3*level)
Changed - attackCount (2 --> 3) (2 --> 3)
Changed - Description (Focus your firepower on enemies ahead of you. Additional critical chance is applied. --> Concentrate your fire on a single enemy in front of you with an enhanced Critical Attack rate.)
Changed - mpCon (53 --> 63) (35+3*roundDown(level/5) --> 45+3*roundDown(level/5))
Changed - damage (135 --> 125) (105+level --> 95+level)
Monkey Militia:
Changed - Level readout (MP Cost: #mpCon, Summon Duration: #time sec, Damage: #damage%, Max Enemies Hit: #mobCount\nCooldown: #cooltime sec# --> #mpCon MP consumption, a #time-second summon duration, #damage% damage on each target\n#c#cooltime-second cooldown time#)
Changed - mpCon (95 --> 70) (50+15*roundDown(level/5) --> 40+10*roundDown(level/5))
Changed - damage (205 --> 170) (160+3*level --> 140+2*level)
Changed - time (120 --> 10) (30+6*level --> 5+roundUp(level/3))
Anchors Aweigh:
Changed - Name (Anchors Away --> Anchors Aweigh)
Changed - damage (225 --> 195) (150+5*level --> 150+3*level)
Changed - prop (75 --> 10) (30+3*level --> 5+roundUp(level/3))
Cannon Bazooka:
Changed - Description (Fires a powerful shot that deals damage to multiple enemies nearby. --> Shoot a powerful cannonball at multiple enemies in front of you. )
Changed - mpCon (65 --> 75) (35+5*roundDown(level/5) --> 50+5*roundDown(level/6))
Nautilus Strike:
Changed - damage (450 --> 405) (360+3*level --> 315+3*level)
Changed - attackCount (2 --> 3) (2 --> 3)
Dawn Warrior (III)
Brandish:
Changed - damage (255 --> 220) (215+2*level --> 180+2*level)
Coma:
Changed - damage (560 --> 500) (440+6*level --> 380+6*level)
Changed - y (1 --> 3) (1 --> 3)
Changed - cooltime (3 --> 5) (3 --> 5)
Panic:
Changed - y (2 --> 5) (2 --> 5)
Changed - cooltime (5 --> 10) (5 --> 10)
Changed - damage (255 --> 220) (215+2*level --> 180+2*level)
Coma:
Changed - damage (560 --> 500) (440+6*level --> 380+6*level)
Changed - y (1 --> 3) (1 --> 3)
Changed - cooltime (3 --> 5) (3 --> 5)
Panic:
Changed - y (2 --> 5) (2 --> 5)
Changed - cooltime (5 --> 10) (5 --> 10)
Blaze Wizard (III)
Magic Critical:
New - Combat orders (1)
New - Combat orders (1)
Night Walker (III)
Avenger:
Changed - mobCount (4 --> 3) (4 --> 3)
Shadow Web:
Changed - time (5 --> 3) (1+roundUp(level/5) --> 1+roundUp(level/10))
Changed - prop (50 --> 15) (10+2*level --> 5+roundUp(level/2))
Changed - cooltime (30 --> 10) (30 --> 10)
Changed - mobCount (4 --> 3) (4 --> 3)
Shadow Web:
Changed - time (5 --> 3) (1+roundUp(level/5) --> 1+roundUp(level/10))
Changed - prop (50 --> 15) (10+2*level --> 5+roundUp(level/2))
Changed - cooltime (30 --> 10) (30 --> 10)
Aran (III)
Full Swing:
Changed - y (440 --> 480) (360+4*level --> 400+4*level)
(hidden) Full Swing - Triple Swing:
Changed - damage (440 --> 480) (360+4*level --> 400+4*level)
Changed - y (440 --> 480) (360+4*level --> 400+4*level)
(hidden) Full Swing - Triple Swing:
Changed - damage (440 --> 480) (360+4*level --> 400+4*level)
Aran (IV)
(hidden) Over Swing - Triple Swing:
Changed - damage (310 --> 350) (250+2*level --> 290+2*level)
Final Blow:
Changed - damage (600 --> 680) (420+6*level --> 500+6*level)
Over Swing:
Changed - w (260 --> 275) (200+2*level --> 215+2*level)
Changed - y (320 --> 350) (260+2*level --> 290+2*level)
(hidden) Over Swing - Double Swing:
Changed - damage (260 --> 275) (200+2*level --> 215+2*level)
Changed - damage (310 --> 350) (250+2*level --> 290+2*level)
Final Blow:
Changed - damage (600 --> 680) (420+6*level --> 500+6*level)
Over Swing:
Changed - w (260 --> 275) (200+2*level --> 215+2*level)
Changed - y (320 --> 350) (260+2*level --> 290+2*level)
(hidden) Over Swing - Double Swing:
Changed - damage (260 --> 275) (200+2*level --> 215+2*level)
Mercedes (I)
Glide Blast:
New - Name (Glide Blast)
New - Description (Move forward during a jump by tumbling. Movement distance increases as the skill level increases.)
New - Level readout (MP Cost: #mpCon, jumps a certain distance)
Changed - x (520 --> 550) (400+roundUp(level/4)*40 --> 350+20*level)
Changed - y (160 --> 350) (100+roundUp(level/4)*20 --> 250+10*level)
Nature's Balance:
New - Name (Nature's Balance)
New - Description (Chance to recover HP/MP when attacking. You cannot recover more than 10% per attack.)
New - Level readout (Chance: #prop% per attack, HP/MP Recovery: #x% of damage dealt)
Swift Dual Shot:
New - Name (Swift Dual Shot)
New - Description (Fire arrows at multiple enemies in front of you.)
New - Level readout (MP Cost: #mpCon, Arrows Fired: #bulletCount, Damage: #damage%, Max Monsters Hit: #mobCount)
Changed - Hitbox (150% --> 120%)
New - Final attack (Dual Bow)
Changed - mpCon (28 --> 14) (8+level --> 8+2*roundDown(level/6))
Changed - damage (135 --> 100) (75+3*level --> 80+level)
Changed - mobCount (3 --> 2) (3 --> 2)
Changed - range (200 --> 400) (200 --> 400)
Potential Power:
New - Name (Potential Power)
New - Description (Activates hidden powers within. Increases movement speed and maximum movement speed. Grants a fixed chance of avoiding enemy attacks.)
New - Level readout (Movement Speed: +#psdSpeed, Max Movement Speed Limit: +#u, Enemy Attack Avoidance Rate: #er%)
Changed - er (30 --> 15) (2*level --> level)
Changed - psdSpeed (30 --> 15) (2*level --> level)
Changed - speedMax (20 --> 25) (5+level --> 10+level)
Changed - u (160 --> 165) (145+level --> 150+level)
Sharp Aim:
New - Name (Sharp Aim)
New - Description (Permanently increases Critical Rate.)
New - Level readout (Critical Rate +#cr%)
Changed - cr (50 --> 40) (10+2*level --> 2*level)
New - Name (Glide Blast)
New - Description (Move forward during a jump by tumbling. Movement distance increases as the skill level increases.)
New - Level readout (MP Cost: #mpCon, jumps a certain distance)
Changed - x (520 --> 550) (400+roundUp(level/4)*40 --> 350+20*level)
Changed - y (160 --> 350) (100+roundUp(level/4)*20 --> 250+10*level)
Nature's Balance:
New - Name (Nature's Balance)
New - Description (Chance to recover HP/MP when attacking. You cannot recover more than 10% per attack.)
New - Level readout (Chance: #prop% per attack, HP/MP Recovery: #x% of damage dealt)
Swift Dual Shot:
New - Name (Swift Dual Shot)
New - Description (Fire arrows at multiple enemies in front of you.)
New - Level readout (MP Cost: #mpCon, Arrows Fired: #bulletCount, Damage: #damage%, Max Monsters Hit: #mobCount)
Changed - Hitbox (150% --> 120%)
New - Final attack (Dual Bow)
Changed - mpCon (28 --> 14) (8+level --> 8+2*roundDown(level/6))
Changed - damage (135 --> 100) (75+3*level --> 80+level)
Changed - mobCount (3 --> 2) (3 --> 2)
Changed - range (200 --> 400) (200 --> 400)
Potential Power:
New - Name (Potential Power)
New - Description (Activates hidden powers within. Increases movement speed and maximum movement speed. Grants a fixed chance of avoiding enemy attacks.)
New - Level readout (Movement Speed: +#psdSpeed, Max Movement Speed Limit: +#u, Enemy Attack Avoidance Rate: #er%)
Changed - er (30 --> 15) (2*level --> level)
Changed - psdSpeed (30 --> 15) (2*level --> level)
Changed - speedMax (20 --> 25) (5+level --> 10+level)
Changed - u (160 --> 165) (145+level --> 150+level)
Sharp Aim:
New - Name (Sharp Aim)
New - Description (Permanently increases Critical Rate.)
New - Level readout (Critical Rate +#cr%)
Changed - cr (50 --> 40) (10+2*level --> 2*level)
Mercedes (II)
Final Attack: Dual Bowguns:
New - Name (Final Attack: Dual Bowguns)
New - Description (Grants a chance to deal additional damage after an attack. Must have Dual Bowguns equipped.\nRequired Skill: #cDual Bowguns Mastery Lv. 3#)
New - Level readout (Chance: #prop%, Damage: #damage%, Final Attack Count: #attackCount)
New - Hitbox (700%)
Changed - damage (150 --> 75) (100+5*roundDown(level/2) --> 55+2*roundDown(level/2))
New - mobCount (1) (1)
New - attackCount (2) (2)
Parting Shot:
New - Name (Parting Shot)
New - Description (Fires arrows at enemies launched into the air with Rising Rush. Can only be used after Rising Rush.\nRequired Skill: #cRising Rush Lv. 1#)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount)
Changed - Delay (elfrush_final - 570 ms --> elfrush_final - 900 ms)
New - Pre-requisite (Level 1 Rising Rush)
Changed - Hitbox (90% --> 130%)
New - Final attack (Dual Bow)
Changed - mpCon (15 --> 16) (5+2*level --> 12+4*roundDown(level/5))
Changed - damage (215 --> 90) (200+3*level --> 75+3*level)
Changed - mobCount (8 --> 6) (8 --> 6)
Changed - attackCount (3 --> 4) (3 --> 4)
Removed - x
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
New - Animation (hit.3)
Dual Bowguns Mastery:
New - Name (Dual Bowguns Mastery)
New - Description (Increases the weapon mastery and accuracy of Dual Bowguns.)
New - Level readout (Dual Bowguns Mastery: +#mastery%, Accuracy: +#accX)
Physical Training:
New - Name (Physical Training)
New - Description (Improves STR and DEX permanently through physical training.)
New - Level readout (Permanently increase STR by #strX and DEX by #dexX.)
Rising Rush:
New - Name (Rising Rush)
New - Description (Pushes back multiple enemies in front of you and launches them into the air. Other skills can be combined with this one for additional damage.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Launch Damage: #w%, Max Enemies Hit: #mobCount\nCooldown: #cooltime sec)
Changed - Hitbox (350% --> 350%)
Removed - Final attack
Changed - mpCon (32 --> 25) (17+3*roundUp(level/3) --> 20+roundDown(level/3))
Changed - damage (190 --> 100) (130+4*level --> 70+2*level)
New - w (180) (150+2*level)
New - x (15) (level)
Changed - mobCount (8 --> 6) (8 --> 6)
New - cooltime (5) (5)
New - Animation (effect)
Changed - Image (iconMouseOver --> iconMouseOver)
Piercing Storm:
New - Name (Piercing Storm)
New - Description (Continuously fire arrows containing the power of nature. Arrows can penetrate enemies.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Max Monsters Hit: #mobCount, Number of Penetration Attacks: #bulletCount)
Changed - Delay (crossPiercing - 840 ms --> crossPiercing - 810 ms)
Changed - damage (310 --> 80) (250+3*level --> 60+level)
Changed - bulletCount (2 --> 4) (2 --> 4)
Changed - mobCount (6 --> 3) (6 --> 3)
Changed - range (370 --> 400) (370 --> 400)
Changed - ballDelay (360 --> 180) (360 --> 180)
New - ballDelay1 (180) (180)
New - ballDelay2 (180) (180)
New - Animation (ball)
Spirit Surge:
New - Name (Spirit Surge)
New - Description (Increases Damage and Critical Chance for a fixed period of time.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Duration: #time sec, Critical Chance: +#x%)
Changed - Info (type = 11, hpDrain = 1, condition = attack, magicSteal = 1, mpDrain = 1 --> type = 10, magicSteal = 1)
Changed - mpCon (70 --> 45) (50+5*roundUp(level/4) --> 20+5*roundUp(level/3))
Changed - time (105 --> 180) (60+3*level --> 60+8*level)
Changed - x (4 --> 5) (roundUp(level/4) --> roundUp(level/3))
New - damage (5) (roundUp(level/3))
Removed - y
New - Animation (effect)
Dual Bowguns Boost:
New - Name (Dual Bowguns Boost)
New - Description (Uses MP to increase the attack speed of your Dual Bowguns by 2 levels for a fixed period of time. \nRequired Skill: #cDual Bowguns Mastery Lv. 5#)
New - Level readout (MP Cost: #mpCon, Dual Bowguns Attack Speed improved for #time sec.)
New - Name (Final Attack: Dual Bowguns)
New - Description (Grants a chance to deal additional damage after an attack. Must have Dual Bowguns equipped.\nRequired Skill: #cDual Bowguns Mastery Lv. 3#)
New - Level readout (Chance: #prop%, Damage: #damage%, Final Attack Count: #attackCount)
New - Hitbox (700%)
Changed - damage (150 --> 75) (100+5*roundDown(level/2) --> 55+2*roundDown(level/2))
New - mobCount (1) (1)
New - attackCount (2) (2)
Parting Shot:
New - Name (Parting Shot)
New - Description (Fires arrows at enemies launched into the air with Rising Rush. Can only be used after Rising Rush.\nRequired Skill: #cRising Rush Lv. 1#)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount)
Changed - Delay (elfrush_final - 570 ms --> elfrush_final - 900 ms)
New - Pre-requisite (Level 1 Rising Rush)
Changed - Hitbox (90% --> 130%)
New - Final attack (Dual Bow)
Changed - mpCon (15 --> 16) (5+2*level --> 12+4*roundDown(level/5))
Changed - damage (215 --> 90) (200+3*level --> 75+3*level)
Changed - mobCount (8 --> 6) (8 --> 6)
Changed - attackCount (3 --> 4) (3 --> 4)
Removed - x
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
New - Animation (hit.3)
Dual Bowguns Mastery:
New - Name (Dual Bowguns Mastery)
New - Description (Increases the weapon mastery and accuracy of Dual Bowguns.)
New - Level readout (Dual Bowguns Mastery: +#mastery%, Accuracy: +#accX)
Physical Training:
New - Name (Physical Training)
New - Description (Improves STR and DEX permanently through physical training.)
New - Level readout (Permanently increase STR by #strX and DEX by #dexX.)
Rising Rush:
New - Name (Rising Rush)
New - Description (Pushes back multiple enemies in front of you and launches them into the air. Other skills can be combined with this one for additional damage.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Launch Damage: #w%, Max Enemies Hit: #mobCount\nCooldown: #cooltime sec)
Changed - Hitbox (350% --> 350%)
Removed - Final attack
Changed - mpCon (32 --> 25) (17+3*roundUp(level/3) --> 20+roundDown(level/3))
Changed - damage (190 --> 100) (130+4*level --> 70+2*level)
New - w (180) (150+2*level)
New - x (15) (level)
Changed - mobCount (8 --> 6) (8 --> 6)
New - cooltime (5) (5)
New - Animation (effect)
Changed - Image (iconMouseOver --> iconMouseOver)
Piercing Storm:
New - Name (Piercing Storm)
New - Description (Continuously fire arrows containing the power of nature. Arrows can penetrate enemies.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Max Monsters Hit: #mobCount, Number of Penetration Attacks: #bulletCount)
Changed - Delay (crossPiercing - 840 ms --> crossPiercing - 810 ms)
Changed - damage (310 --> 80) (250+3*level --> 60+level)
Changed - bulletCount (2 --> 4) (2 --> 4)
Changed - mobCount (6 --> 3) (6 --> 3)
Changed - range (370 --> 400) (370 --> 400)
Changed - ballDelay (360 --> 180) (360 --> 180)
New - ballDelay1 (180) (180)
New - ballDelay2 (180) (180)
New - Animation (ball)
Spirit Surge:
New - Name (Spirit Surge)
New - Description (Increases Damage and Critical Chance for a fixed period of time.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Duration: #time sec, Critical Chance: +#x%)
Changed - Info (type = 11, hpDrain = 1, condition = attack, magicSteal = 1, mpDrain = 1 --> type = 10, magicSteal = 1)
Changed - mpCon (70 --> 45) (50+5*roundUp(level/4) --> 20+5*roundUp(level/3))
Changed - time (105 --> 180) (60+3*level --> 60+8*level)
Changed - x (4 --> 5) (roundUp(level/4) --> roundUp(level/3))
New - damage (5) (roundUp(level/3))
Removed - y
New - Animation (effect)
Dual Bowguns Boost:
New - Name (Dual Bowguns Boost)
New - Description (Uses MP to increase the attack speed of your Dual Bowguns by 2 levels for a fixed period of time. \nRequired Skill: #cDual Bowguns Mastery Lv. 5#)
New - Level readout (MP Cost: #mpCon, Dual Bowguns Attack Speed improved for #time sec.)
Mercedes (III)
Elemental Knights:
New - Name (Elemental Knights)
New - Description (Randomly summons an Ice Spirit, Fire Spirit, or Shadow Spirit to aid you in battle.\nIce Spirit: Has a chance to freeze enemies.\nFire Spirit: Deals continuous fire damage to enemies.\nShadow Spirit: Deals increased damage.)
New - Level readout (MP Cost: #mpCon, 1 random Spirit summoned for #time sec.\nIce Spirit - Damage: #damage%, Freeze Chance: #prop%, Freeze Duration: #subTime sec\nFire Spirit - Damage Over Time: #v% chance of causing #y% damage every #x sec for #w sec\nShadow Spirit: Damage: #z%\nCooldown: #cooltime sec)
Changed - Info (type = 33, minionAttack = normal --> type = 33, minionAttack = freeze)
Changed - mpCon (80 --> 60) (40+4*roundDown(level/2) --> 140-8*roundUp(level/2))
Changed - time (180 --> 60) (100+4*level --> 20+2*level)
Changed - damage (280 --> 190) (180+5*level --> 130+3*level)
New - subTime (1) (1)
New - prop (5) (roundUp(level/4))
New - cooltime (40) (80-4*roundUp(level/2))
New - v (190) (130+3*level)
New - w (4) (roundUp(level/5))
New - x (1) (1)
New - y (50) (30+level)
New - z (230) (150+4*level)
New - Animation (hit.0)
New - Animation (mob)
New - Animation (summon.attack1)
Elemental Knights:
New - Name (Elemental Knights)
New - Description (Randomly summons an Ice Spirit, Fire Spirit, or Shadow Spirit to aid you in battle.\nIce Spirit: Has a chance to freeze enemies.\nFire Spirit: Deals continuous fire damage to enemies.\nShadow Spirit: Deals increased damage.)
New - Level readout (MP Cost: #mpCon, 1 random Spirit summoned for #time sec.\nIce Spirit - Damage: #damage%, Freeze Chance: #prop%, Freeze Duration: #subTime sec\nFire Spirit - Damage Over Time: #v% chance of causing #y% damage every #x sec for #w sec\nShadow Spirit: Damage: #z%\nCooldown: #cooltime sec)
New - Elemental attribute (Fire)
Changed - Info (type = 33, minionAttack = normal --> type = 33, minionAttack = dot, dotType = burn)
Changed - mpCon (80 --> 0) (40+4*roundDown(level/2) --> 0)
Changed - time (180 --> 60) (100+4*level --> 20+2*level)
Changed - damage (280 --> 190) (180+5*level --> 130+3*level)
New - dotTime (4) (roundUp(level/5))
New - dotInterval (1) (1)
New - dot (50) (30+level)
New - Animation (hit.0)
New - Animation (mob)
New - Animation (summon.attack1)
Elemental Knights:
New - Name (Elemental Knights)
New - Description (Randomly summons an Ice Spirit, Fire Spirit, or Shadow Spirit to aid you in battle.\nIce Spirit: Has a chance to freeze enemies.\nFire Spirit: Deals continuous fire damage to enemies.\nShadow Spirit: Deals increased damage.)
New - Level readout (MP Cost: #mpCon, 1 random Spirit summoned for #time sec.\nIce Spirit - Damage: #damage%, Freeze Chance: #prop%, Freeze Duration: #subTime sec\nFire Spirit - Damage Over Time: #v% chance of causing #y% damage every #x sec for #w sec\nShadow Spirit: Damage: #z%\nCooldown: #cooltime sec)
Changed - mpCon (80 --> 0) (40+4*roundDown(level/2) --> 0)
Changed - time (180 --> 60) (100+4*level --> 20+2*level)
Changed - damage (280 --> 40) (180+5*level --> 80-4*roundUp(level/2))
New - Animation (hit.0)
New - Animation (summon.attack1)
Stunning Strikes:
New - Name (Stunning Strikes)
New - Description (Quickly fire multiple arrows at enemies in front of you. Enemies who are hit have a chance to be stunned.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Arrows: #bulletCount, Max Monsters Hit: #mobCount, Stun Chance: #prop%, Stun Duration: #time sec)
Changed - Hitbox (150% --> 120%)
Changed - Info (type = 2, multiTargeting = 1, rectBasedOnTarget = 1 --> type = 2, multiTargeting = 1, rectBasedOnTarget = 1, mes = stun)
Changed - mpCon (46 --> 35) (26+2*roundDown(level/2) --> 20+3*roundDown(level/4))
Changed - damage (124 --> 85) (84+2*level --> 65+level)
Changed - mobCount (4 --> 3) (4 --> 3)
Changed - bulletCount (5 --> 4) (5 --> 4)
Changed - time (5 --> 1) (5 --> 1)
Changed - prop (100 --> 5) (100 --> roundUp(level/4))
Changed - ballDelay (90 --> 180) (90 --> 180)
Changed - range (250 --> 400) (250 --> 400)
Removed - ballDelay4
Removed - ballDelay5
Removed - ballDelay6
Removed - ballDelay7
New - Animation (effect)
Leaf Tornado:
New - Name (Leaf Tornado)
New - Description (Spin in mid-air and fire a hail of arrows all around you. This skill can only be used while in mid-air, and requires 120 or more Jump.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount)
Changed - Hitbox (200% --> 250%)
Changed - mpCon (30 --> 45) (22+2*roundUp(level/5) --> 30+3*roundUp(level/4))
Changed - damage (170 --> 105) (130+2*level --> 85+level)
Changed - y (500 --> 600) (500 --> 600)
New - Animation (effect)
New - Animation (effect0)
New - Animation (tile.0)
New - Animation (tile.1)
Unicorn Spike:
New - Name (Unicorn Spike)
New - Description (Summons a sacred unicorn that attacks multiple enemies ahead of you while weakening them for a fixed period of time. Weakened enemies take additional damage from a fixed number of attacks from your party members. For boss monsters, the amount of additional damage is doubled.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Critical Attacks: #attackCount, Additional Damage Debuff Chance: #prop%, Additional Damage Debuff Duration: #time sec, Amount of Additional Damage: #y\nCooldown: #cooltime sec)
Changed - Delay (windEffect - 810 ms --> windEffect - 1290 ms)
Changed - Hitbox (300% --> 500%)
Changed - Info (type = 1, areaAttack = 1, casterMove = 1, mes = amplifyDamage --> type = 1, areaAttack = 1, mes = amplifyDamage )
Changed - mpCon (38 --> 62) (17+3*roundUp(level/3) --> 30+8*roundUp(level/5))
Changed - damage (210 --> 240) (130+4*level --> 180+3*level)
Changed - mobCount (10 --> 6) (10 --> 6)
Changed - attackCount (2 --> 5) (2 --> 5)
Changed - x (100 --> 10) (100 --> 5+roundDown(level/4))
Changed - z (100 --> 10) (100 --> roundUp(level/2))
Changed - prop (100 --> 10) (100 --> roundUp(level/2))
New - cooltime (10) (20-roundDown(level/2))
New - cr (100) (100)
Gust Dive:
New - Name (Gust Dive)
New - Description (Uses the power of wind to dive down onto multiple enemies, dealing damage to all of them. Weakened enemies take additional damage. Requires 120 or more Jump.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount \nCooldown: #cooltime sec)
Changed - Hitbox (280% --> 320%)
Changed - mpCon (44 --> 45) (24+4*roundDown(level/4) --> 25+5*roundUp(level/5))
Changed - damage (280 --> 135) (200+4*level --> 95+2*level)
Changed - mobCount (6 --> 4) (6 --> 4)
Changed - attackCount (2 --> 3) (2 --> 3)
Changed - x (75 --> 55) (40+5*roundUp(level/3) --> 27+4*roundUp(level/3))
Changed - y (55 --> 20) (27+4*roundUp(level/3) --> level)
New - cooltime (5) (5)
New - Animation (special)
Ignis Roar:
New - Name (Ignis Roar)
New - Description (Permanently increases your Avoidability, while borrowing the power of the Fire Spirit to greatly increase your ATT in Battle Mode for a fixed period of time.)
New - Level readout (Active Effect: MP Cost: #mpCon, ATT during Battle Mode: +#PVPdamage, Duration: #time sec\nPassive Effect: Avoidability: +#prop%)
Changed - mpCon (70 --> 60) (30+10*roundUp(level/5) --> 40+5*roundDown(level/5))
New - PVPdamage (15) (5+roundUp(level/2))
Changed - prop (20 --> 10) (level --> roundUp(level/2))
Changed - time (170 --> 180) (90+20*roundDown(level/5) --> 40+7*level)
Removed - indiePad
New - Animation (special)
Water Shield:
New - Name (Water Shield)
New - Description (Borrows the power of the spirits to raise a water barrier around you for a fixed period of time. The barrier absorbs a portion of the damage you receive, and increases resistance against abnormal status and all elemental attacks.)
New - Level readout (MP Cost: #mpCon, Absorbs #x% damage for #time sec and increases resistance to abnormal status and all elemental attacks by #terR%.)
New - Delay (alert3 - 1500 ms)
Changed - Info (type = 51, protectiveShield = 1, condition = damaged --> type = 11, condition = damaged)
Changed - mpCon (20 --> 100) (level --> 60+10*roundDown(level/5))
Changed - time (60 --> 180) (60 --> 100+4*level)
Changed - x (20 --> 15) (level --> 5+roundUp(level/2))
Changed - asrR (20 --> 25) (level --> 5+level)
Changed - terR (20 --> 25) (level --> 5+level)
New - Animation (effect)
Aerial Barrage:
New - Name (Aerial Barrage)
New - Description (A combo skill used after lifting enemies into the air with Rising Rush. Fly towards airborne enemies, peppering them with swift attacks. In addition, permanently increases the damage caused by Rising Rush.)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\nPassive Effect: Rising Rush Damage: +#damR%)
Changed - Delay (elfrush_final2 - 570 ms --> demolitionElf - 870 ms)
Removed - Pre-requisite
Changed - Hitbox (90% --> 200%)
Changed - Info (type = 1, areaAttack = 1, mes = freeze --> type = 1, areaAttack = 1)
Changed - mpCon (35 --> 32) (20+5*roundDown(level/5) --> 20+4*roundUp(level/5))
Changed - damage (380 --> 95) (320+4*level --> 80+level)
Changed - attackCount (3 --> 6) (3 --> 6)
Changed - mobCount (10 --> 8) (10 --> 8)
Changed - prop (45 --> 15) (30+level --> level)
Changed - damR (25 --> 30) (10+level --> 10+4*roundDown(level/3))
Removed - x
Removed - time
New - Animation (effect)
New - Animation (hit.0)
New - Animation (hit.1)
New - Name (Elemental Knights)
New - Description (Randomly summons an Ice Spirit, Fire Spirit, or Shadow Spirit to aid you in battle.\nIce Spirit: Has a chance to freeze enemies.\nFire Spirit: Deals continuous fire damage to enemies.\nShadow Spirit: Deals increased damage.)
New - Level readout (MP Cost: #mpCon, 1 random Spirit summoned for #time sec.\nIce Spirit - Damage: #damage%, Freeze Chance: #prop%, Freeze Duration: #subTime sec\nFire Spirit - Damage Over Time: #v% chance of causing #y% damage every #x sec for #w sec\nShadow Spirit: Damage: #z%\nCooldown: #cooltime sec)
Changed - Info (type = 33, minionAttack = normal --> type = 33, minionAttack = freeze)
Changed - mpCon (80 --> 60) (40+4*roundDown(level/2) --> 140-8*roundUp(level/2))
Changed - time (180 --> 60) (100+4*level --> 20+2*level)
Changed - damage (280 --> 190) (180+5*level --> 130+3*level)
New - subTime (1) (1)
New - prop (5) (roundUp(level/4))
New - cooltime (40) (80-4*roundUp(level/2))
New - v (190) (130+3*level)
New - w (4) (roundUp(level/5))
New - x (1) (1)
New - y (50) (30+level)
New - z (230) (150+4*level)
New - Animation (hit.0)
New - Animation (mob)
New - Animation (summon.attack1)
Elemental Knights:
New - Name (Elemental Knights)
New - Description (Randomly summons an Ice Spirit, Fire Spirit, or Shadow Spirit to aid you in battle.\nIce Spirit: Has a chance to freeze enemies.\nFire Spirit: Deals continuous fire damage to enemies.\nShadow Spirit: Deals increased damage.)
New - Level readout (MP Cost: #mpCon, 1 random Spirit summoned for #time sec.\nIce Spirit - Damage: #damage%, Freeze Chance: #prop%, Freeze Duration: #subTime sec\nFire Spirit - Damage Over Time: #v% chance of causing #y% damage every #x sec for #w sec\nShadow Spirit: Damage: #z%\nCooldown: #cooltime sec)
New - Elemental attribute (Fire)
Changed - Info (type = 33, minionAttack = normal --> type = 33, minionAttack = dot, dotType = burn)
Changed - mpCon (80 --> 0) (40+4*roundDown(level/2) --> 0)
Changed - time (180 --> 60) (100+4*level --> 20+2*level)
Changed - damage (280 --> 190) (180+5*level --> 130+3*level)
New - dotTime (4) (roundUp(level/5))
New - dotInterval (1) (1)
New - dot (50) (30+level)
New - Animation (hit.0)
New - Animation (mob)
New - Animation (summon.attack1)
Elemental Knights:
New - Name (Elemental Knights)
New - Description (Randomly summons an Ice Spirit, Fire Spirit, or Shadow Spirit to aid you in battle.\nIce Spirit: Has a chance to freeze enemies.\nFire Spirit: Deals continuous fire damage to enemies.\nShadow Spirit: Deals increased damage.)
New - Level readout (MP Cost: #mpCon, 1 random Spirit summoned for #time sec.\nIce Spirit - Damage: #damage%, Freeze Chance: #prop%, Freeze Duration: #subTime sec\nFire Spirit - Damage Over Time: #v% chance of causing #y% damage every #x sec for #w sec\nShadow Spirit: Damage: #z%\nCooldown: #cooltime sec)
Changed - mpCon (80 --> 0) (40+4*roundDown(level/2) --> 0)
Changed - time (180 --> 60) (100+4*level --> 20+2*level)
Changed - damage (280 --> 40) (180+5*level --> 80-4*roundUp(level/2))
New - Animation (hit.0)
New - Animation (summon.attack1)
Stunning Strikes:
New - Name (Stunning Strikes)
New - Description (Quickly fire multiple arrows at enemies in front of you. Enemies who are hit have a chance to be stunned.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Arrows: #bulletCount, Max Monsters Hit: #mobCount, Stun Chance: #prop%, Stun Duration: #time sec)
Changed - Hitbox (150% --> 120%)
Changed - Info (type = 2, multiTargeting = 1, rectBasedOnTarget = 1 --> type = 2, multiTargeting = 1, rectBasedOnTarget = 1, mes = stun)
Changed - mpCon (46 --> 35) (26+2*roundDown(level/2) --> 20+3*roundDown(level/4))
Changed - damage (124 --> 85) (84+2*level --> 65+level)
Changed - mobCount (4 --> 3) (4 --> 3)
Changed - bulletCount (5 --> 4) (5 --> 4)
Changed - time (5 --> 1) (5 --> 1)
Changed - prop (100 --> 5) (100 --> roundUp(level/4))
Changed - ballDelay (90 --> 180) (90 --> 180)
Changed - range (250 --> 400) (250 --> 400)
Removed - ballDelay4
Removed - ballDelay5
Removed - ballDelay6
Removed - ballDelay7
New - Animation (effect)
Leaf Tornado:
New - Name (Leaf Tornado)
New - Description (Spin in mid-air and fire a hail of arrows all around you. This skill can only be used while in mid-air, and requires 120 or more Jump.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount)
Changed - Hitbox (200% --> 250%)
Changed - mpCon (30 --> 45) (22+2*roundUp(level/5) --> 30+3*roundUp(level/4))
Changed - damage (170 --> 105) (130+2*level --> 85+level)
Changed - y (500 --> 600) (500 --> 600)
New - Animation (effect)
New - Animation (effect0)
New - Animation (tile.0)
New - Animation (tile.1)
Unicorn Spike:
New - Name (Unicorn Spike)
New - Description (Summons a sacred unicorn that attacks multiple enemies ahead of you while weakening them for a fixed period of time. Weakened enemies take additional damage from a fixed number of attacks from your party members. For boss monsters, the amount of additional damage is doubled.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Critical Attacks: #attackCount, Additional Damage Debuff Chance: #prop%, Additional Damage Debuff Duration: #time sec, Amount of Additional Damage: #y\nCooldown: #cooltime sec)
Changed - Delay (windEffect - 810 ms --> windEffect - 1290 ms)
Changed - Hitbox (300% --> 500%)
Changed - Info (type = 1, areaAttack = 1, casterMove = 1, mes = amplifyDamage --> type = 1, areaAttack = 1, mes = amplifyDamage )
Changed - mpCon (38 --> 62) (17+3*roundUp(level/3) --> 30+8*roundUp(level/5))
Changed - damage (210 --> 240) (130+4*level --> 180+3*level)
Changed - mobCount (10 --> 6) (10 --> 6)
Changed - attackCount (2 --> 5) (2 --> 5)
Changed - x (100 --> 10) (100 --> 5+roundDown(level/4))
Changed - z (100 --> 10) (100 --> roundUp(level/2))
Changed - prop (100 --> 10) (100 --> roundUp(level/2))
New - cooltime (10) (20-roundDown(level/2))
New - cr (100) (100)
Gust Dive:
New - Name (Gust Dive)
New - Description (Uses the power of wind to dive down onto multiple enemies, dealing damage to all of them. Weakened enemies take additional damage. Requires 120 or more Jump.)
New - Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount \nCooldown: #cooltime sec)
Changed - Hitbox (280% --> 320%)
Changed - mpCon (44 --> 45) (24+4*roundDown(level/4) --> 25+5*roundUp(level/5))
Changed - damage (280 --> 135) (200+4*level --> 95+2*level)
Changed - mobCount (6 --> 4) (6 --> 4)
Changed - attackCount (2 --> 3) (2 --> 3)
Changed - x (75 --> 55) (40+5*roundUp(level/3) --> 27+4*roundUp(level/3))
Changed - y (55 --> 20) (27+4*roundUp(level/3) --> level)
New - cooltime (5) (5)
New - Animation (special)
Ignis Roar:
New - Name (Ignis Roar)
New - Description (Permanently increases your Avoidability, while borrowing the power of the Fire Spirit to greatly increase your ATT in Battle Mode for a fixed period of time.)
New - Level readout (Active Effect: MP Cost: #mpCon, ATT during Battle Mode: +#PVPdamage, Duration: #time sec\nPassive Effect: Avoidability: +#prop%)
Changed - mpCon (70 --> 60) (30+10*roundUp(level/5) --> 40+5*roundDown(level/5))
New - PVPdamage (15) (5+roundUp(level/2))
Changed - prop (20 --> 10) (level --> roundUp(level/2))
Changed - time (170 --> 180) (90+20*roundDown(level/5) --> 40+7*level)
Removed - indiePad
New - Animation (special)
Water Shield:
New - Name (Water Shield)
New - Description (Borrows the power of the spirits to raise a water barrier around you for a fixed period of time. The barrier absorbs a portion of the damage you receive, and increases resistance against abnormal status and all elemental attacks.)
New - Level readout (MP Cost: #mpCon, Absorbs #x% damage for #time sec and increases resistance to abnormal status and all elemental attacks by #terR%.)
New - Delay (alert3 - 1500 ms)
Changed - Info (type = 51, protectiveShield = 1, condition = damaged --> type = 11, condition = damaged)
Changed - mpCon (20 --> 100) (level --> 60+10*roundDown(level/5))
Changed - time (60 --> 180) (60 --> 100+4*level)
Changed - x (20 --> 15) (level --> 5+roundUp(level/2))
Changed - asrR (20 --> 25) (level --> 5+level)
Changed - terR (20 --> 25) (level --> 5+level)
New - Animation (effect)
Aerial Barrage:
New - Name (Aerial Barrage)
New - Description (A combo skill used after lifting enemies into the air with Rising Rush. Fly towards airborne enemies, peppering them with swift attacks. In addition, permanently increases the damage caused by Rising Rush.)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\nPassive Effect: Rising Rush Damage: +#damR%)
Changed - Delay (elfrush_final2 - 570 ms --> demolitionElf - 870 ms)
Removed - Pre-requisite
Changed - Hitbox (90% --> 200%)
Changed - Info (type = 1, areaAttack = 1, mes = freeze --> type = 1, areaAttack = 1)
Changed - mpCon (35 --> 32) (20+5*roundDown(level/5) --> 20+4*roundUp(level/5))
Changed - damage (380 --> 95) (320+4*level --> 80+level)
Changed - attackCount (3 --> 6) (3 --> 6)
Changed - mobCount (10 --> 8) (10 --> 8)
Changed - prop (45 --> 15) (30+level --> level)
Changed - damR (25 --> 30) (10+level --> 10+4*roundDown(level/3))
Removed - x
Removed - time
New - Animation (effect)
New - Animation (hit.0)
New - Animation (hit.1)
Mercedes (IV)
Advanced Final Attack:
New - Name (Advanced Final Attack)
New - Description (Permanently increases ATT and Accuracy. Greatly increases the damage and activation rate of your Final Attack.\nRequired Skill: #cFinal Attack Lv. 20#)
New - Level readout (Permanently increases ATT by #padX and Accuracy by #ar%. Upon attacking, has #prop% chance of activating #damage% damage Final Attack #attackCount times.)
New - Hitbox (400%)
Changed - padX (30 --> 20) (level --> 5+roundUp(level/2))
Changed - prop (60 --> 70) (45+roundUp(level/2) --> 40+level)
Changed - damage (250 --> 105) (160+3*level --> 75+level)
New - mobCount (1) (1)
New - attackCount (2) (2)
Rolling Moonsault:
New - Name (Rolling Moonsault)
New - Description (A combo skill used after lifting enemies into the air using Rising Rush. Spin enemies in the air while attacking them. In addition, the damage caused by Rising Rush will be permanently increased.)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\nPassive Effect: Rising Rush Damage: +#damR%)
Removed - Master Level
Changed - Delay (demolitionElf - 810 ms --> rollingElf - 810 ms)
Removed - Pre-requisite
Changed - Hitbox (90% --> 200%)
New - Combat orders (1)
Changed - mpCon (40 --> 70) (20+5*roundDown(level/5) --> 50+4*roundUp(level/4))
Changed - damage (400 --> 127) (320+4*level --> 107+level)
Changed - attackCount (8 --> 6) (8 --> 6)
Changed - damR (200 --> 50) (10*level --> 10+2*level)
Removed - x
New - Animation (effect)
New - Animation (effect0)
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
Defense Break:
New - Name (Defense Break)
New - Description (Grants a chance to ignore all enemy DEF. Applies to Boss Monsters as well.)
New - Level readout (#x% chance of ignoring all enemy DEF)
Changed - x (20 --> 40) (level --> 2*level)
Lightning Edge:
New - Name (Lightning Edge)
New - Description (Dash forward while attacking multiple enemies in your path.)
New - Level readout (MP Cost: #mpCon. While moving forward - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\nCooldown: #cooltime sec)
Changed - Delay (multiSniping - 1350 ms --> edgeSpiral - 1080 ms)
Changed - Hitbox (150% --> 500%)
New - Final attack (Dual Bow)
Changed - Info (type = 2, suddenDeath = 1, multiTargeting = 1, rectBasedOnTarget = 1 --> type = 1, areaAttack = 1, casterMove = 1)
Changed - mpCon (50 --> 74) (350-10*level --> 50+4*roundUp(level/5))
Changed - damage (900 --> 267) (600+10*level --> 147+4*level)
New - attackCount (3) (3)
Changed - mobCount (2 --> 6) (2 --> 6)
Removed - cr
Removed - range
New - Animation (effect)
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
New - Animation (hit.3)
New - Animation (hit.4)
Changed - Image (icon --> icon)
Spikes Royale:
New - Name (Spikes Royale)
New - Description (Jump into the air while raining down legendary spears that deal damage to multiple enemies. Enemy DEF will decrease, and all attacks will become critical hits. In addition, damage of Leaf Tornado will increase permanently.\nRequired Skill; #cLeaf Tornado Lv. 10#)
New - Level readout (Active Effect: MP Cost: #mpCon. Critical Attack - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount. Enemy DEF: -#x%, Duration: #time sec\nCooldown: #cooltime sec\nPassive Effect: Leaf Tornado Damage: +#damR%)
New - Pre-requisite (Level 10 Leaf Tornado)
Changed - Hitbox (600% --> 600%)
Changed - mpCon (46 --> 60) (26+2*roundDown(level/2) --> 40+5*roundDown(level/5))
Changed - damage (840 --> 415) (720+6*level --> 355+3*level)
Changed - mobCount (3 --> 8) (1+roundUp(level/10) --> 8)
Changed - attackCount (4 --> 2) (4 --> 2)
New - damR (30) (10+level)
Changed - time (10 --> 5) (10 --> roundUp(level/4))
Changed - x (10 --> -10) (10 --> -roundUp(level/2))
Changed - cooltime (0 --> 5) (0 --> 10-roundDown(level/4))
New - Animation (tile0.0)
New - Animation (tile0.1)
New - Animation (tile0.2)
Ishtar's Ring:
New - Name (Ishtar's Ring)
New - Description (Borrows the power of Ishtar, a legendary weapon, to rapidly fire arrows at enemies ahead of you. Hold down the skill key to fire arrows continuously. In addition, damage from Stunning Strikes will be increased permanently.\nRequired Skill: #cStunning Strikes Lv. 20#)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount\nPassive Effect: Stunning Strikes Damage: +#damR%)
New - Pre-requisite (Level 20 Stunning Strikes)
Changed - Info (type = 2, rapidAttack = 1, knockbackLimit = 80, multiTargeting = 1, rectBasedOnTarget = 1 --> type = 2, rapidAttack = 1, knockbackLimit = 80)
Changed - mpCon (9 --> 10) (6+roundUp(level/10) --> 7+roundUp(level/10))
Changed - damage (220 --> 95) (160+2*level --> 65+level)
New - attackCount (2) (2)
New - damR (25) (5+2*roundUp(level/3))
Removed - range
New - Animation (ball)
New - Animation (keydown)
New - Animation (prepare)
Maple Warrior:
New - Name (Maple Warrior)
New - Description (Increases all team members' stats by a percentage for a set duration)
New - Master Level (10)
Ancient Warding:
New - Name (Ancient Warding)
New - Description (For a fixed period of time, receive the Ancient Spirit's protection, which increases your damage and HP. In addition, the chance of Avoidability for Ignis Roar will be increased permanently.\nRequired Skill: #cIgnis Roar Lv. 5#)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: +#damR%, HP: +#emhp, Duration: #time\nPassive Effect: Ignis Roar's Avoidability Chance: +#prop%)
New - Pre-requisite (Level 5 Ignis Roar)
Changed - mpCon (90 --> 80) (30+10*roundUp(level/5) --> 45+5*roundDown(level/4))
Changed - prop (35 --> 10) (20+5*roundDown(level/10) --> roundUp(level/3))
Changed - damR (30 --> 10) (level --> roundUp(level/3))
Changed - x (30 --> 1) (level --> 1)
New - emhp (1500) (50*level)
New - Animation (effect)
New - Animation (effect0)
New - Animation (special)
Hero's Will:
New - Name (Hero's Will)
Dual Bowguns Expert:
New - Name (Dual Bowguns Expert)
New - Description (Increases Dual Bowguns Mastery, Weapon Attack, and Minimum Critical Damage.\nRequired Skill: #cDual Bowguns Mastery Lv. 20#)
New - Level readout (Dual Bowguns Mastery: +#mastery%, Weapon ATT: +#x, Minimum Critical Damage: +#criticaldamageMin%)
New - Name (Advanced Final Attack)
New - Description (Permanently increases ATT and Accuracy. Greatly increases the damage and activation rate of your Final Attack.\nRequired Skill: #cFinal Attack Lv. 20#)
New - Level readout (Permanently increases ATT by #padX and Accuracy by #ar%. Upon attacking, has #prop% chance of activating #damage% damage Final Attack #attackCount times.)
New - Hitbox (400%)
Changed - padX (30 --> 20) (level --> 5+roundUp(level/2))
Changed - prop (60 --> 70) (45+roundUp(level/2) --> 40+level)
Changed - damage (250 --> 105) (160+3*level --> 75+level)
New - mobCount (1) (1)
New - attackCount (2) (2)
Rolling Moonsault:
New - Name (Rolling Moonsault)
New - Description (A combo skill used after lifting enemies into the air using Rising Rush. Spin enemies in the air while attacking them. In addition, the damage caused by Rising Rush will be permanently increased.)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\nPassive Effect: Rising Rush Damage: +#damR%)
Removed - Master Level
Changed - Delay (demolitionElf - 810 ms --> rollingElf - 810 ms)
Removed - Pre-requisite
Changed - Hitbox (90% --> 200%)
New - Combat orders (1)
Changed - mpCon (40 --> 70) (20+5*roundDown(level/5) --> 50+4*roundUp(level/4))
Changed - damage (400 --> 127) (320+4*level --> 107+level)
Changed - attackCount (8 --> 6) (8 --> 6)
Changed - damR (200 --> 50) (10*level --> 10+2*level)
Removed - x
New - Animation (effect)
New - Animation (effect0)
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
Defense Break:
New - Name (Defense Break)
New - Description (Grants a chance to ignore all enemy DEF. Applies to Boss Monsters as well.)
New - Level readout (#x% chance of ignoring all enemy DEF)
Changed - x (20 --> 40) (level --> 2*level)
Lightning Edge:
New - Name (Lightning Edge)
New - Description (Dash forward while attacking multiple enemies in your path.)
New - Level readout (MP Cost: #mpCon. While moving forward - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\nCooldown: #cooltime sec)
Changed - Delay (multiSniping - 1350 ms --> edgeSpiral - 1080 ms)
Changed - Hitbox (150% --> 500%)
New - Final attack (Dual Bow)
Changed - Info (type = 2, suddenDeath = 1, multiTargeting = 1, rectBasedOnTarget = 1 --> type = 1, areaAttack = 1, casterMove = 1)
Changed - mpCon (50 --> 74) (350-10*level --> 50+4*roundUp(level/5))
Changed - damage (900 --> 267) (600+10*level --> 147+4*level)
New - attackCount (3) (3)
Changed - mobCount (2 --> 6) (2 --> 6)
Removed - cr
Removed - range
New - Animation (effect)
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
New - Animation (hit.3)
New - Animation (hit.4)
Changed - Image (icon --> icon)
Spikes Royale:
New - Name (Spikes Royale)
New - Description (Jump into the air while raining down legendary spears that deal damage to multiple enemies. Enemy DEF will decrease, and all attacks will become critical hits. In addition, damage of Leaf Tornado will increase permanently.\nRequired Skill; #cLeaf Tornado Lv. 10#)
New - Level readout (Active Effect: MP Cost: #mpCon. Critical Attack - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount. Enemy DEF: -#x%, Duration: #time sec\nCooldown: #cooltime sec\nPassive Effect: Leaf Tornado Damage: +#damR%)
New - Pre-requisite (Level 10 Leaf Tornado)
Changed - Hitbox (600% --> 600%)
Changed - mpCon (46 --> 60) (26+2*roundDown(level/2) --> 40+5*roundDown(level/5))
Changed - damage (840 --> 415) (720+6*level --> 355+3*level)
Changed - mobCount (3 --> 8) (1+roundUp(level/10) --> 8)
Changed - attackCount (4 --> 2) (4 --> 2)
New - damR (30) (10+level)
Changed - time (10 --> 5) (10 --> roundUp(level/4))
Changed - x (10 --> -10) (10 --> -roundUp(level/2))
Changed - cooltime (0 --> 5) (0 --> 10-roundDown(level/4))
New - Animation (tile0.0)
New - Animation (tile0.1)
New - Animation (tile0.2)
Ishtar's Ring:
New - Name (Ishtar's Ring)
New - Description (Borrows the power of Ishtar, a legendary weapon, to rapidly fire arrows at enemies ahead of you. Hold down the skill key to fire arrows continuously. In addition, damage from Stunning Strikes will be increased permanently.\nRequired Skill: #cStunning Strikes Lv. 20#)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount\nPassive Effect: Stunning Strikes Damage: +#damR%)
New - Pre-requisite (Level 20 Stunning Strikes)
Changed - Info (type = 2, rapidAttack = 1, knockbackLimit = 80, multiTargeting = 1, rectBasedOnTarget = 1 --> type = 2, rapidAttack = 1, knockbackLimit = 80)
Changed - mpCon (9 --> 10) (6+roundUp(level/10) --> 7+roundUp(level/10))
Changed - damage (220 --> 95) (160+2*level --> 65+level)
New - attackCount (2) (2)
New - damR (25) (5+2*roundUp(level/3))
Removed - range
New - Animation (ball)
New - Animation (keydown)
New - Animation (prepare)
Maple Warrior:
New - Name (Maple Warrior)
New - Description (Increases all team members' stats by a percentage for a set duration)
New - Master Level (10)
Ancient Warding:
New - Name (Ancient Warding)
New - Description (For a fixed period of time, receive the Ancient Spirit's protection, which increases your damage and HP. In addition, the chance of Avoidability for Ignis Roar will be increased permanently.\nRequired Skill: #cIgnis Roar Lv. 5#)
New - Level readout (Active Effect: MP Cost: #mpCon, Damage: +#damR%, HP: +#emhp, Duration: #time\nPassive Effect: Ignis Roar's Avoidability Chance: +#prop%)
New - Pre-requisite (Level 5 Ignis Roar)
Changed - mpCon (90 --> 80) (30+10*roundUp(level/5) --> 45+5*roundDown(level/4))
Changed - prop (35 --> 10) (20+5*roundDown(level/10) --> roundUp(level/3))
Changed - damR (30 --> 10) (level --> roundUp(level/3))
Changed - x (30 --> 1) (level --> 1)
New - emhp (1500) (50*level)
New - Animation (effect)
New - Animation (effect0)
New - Animation (special)
Hero's Will:
New - Name (Hero's Will)
Dual Bowguns Expert:
New - Name (Dual Bowguns Expert)
New - Description (Increases Dual Bowguns Mastery, Weapon Attack, and Minimum Critical Damage.\nRequired Skill: #cDual Bowguns Mastery Lv. 20#)
New - Level readout (Dual Bowguns Mastery: +#mastery%, Weapon ATT: +#x, Minimum Critical Damage: +#criticaldamageMin%)
Demon Slayer (I)
Shadow Swiftness:
New - Name (Shadow Swiftness)
Changed - Max level (20 --> 10)
New - Pre-requisite (Level 1 Demon Lash)
New - accX (200) (20*level)
Changed - psdSpeed (20 --> 25) (level --> 5+2*level)
New - psdJump (20) (2*level)
Removed - cr
HP Boost:
New - Name (HP Boost)
New - Pre-requisite (Level 1 Demon Lash)
Demon Lash:
New - Name (Demon Lash)
New - Description (Mash the attack key to whip enemies in front of you 4 times with dark power. Hits return some Fury to you.)
New - Level readout (1st, 2nd: Damage: #damage%, Max Monsters Hit: #mobCount.\n3rd: Damage: #v%, Max Monsters Hit: #u, Number of Attacks: #w\n4th: Damage: #y%, Max Monsters Hit: #x, Number of Attacks: #z)
Changed - Max level (20 --> 10)
Changed - Delay (maxForce1 - 270 ms --> maxForce0 - 570 ms)
Changed - Hitbox (180% --> 230%)
Changed - Info (type = 52, commandSkillType = attack --> type = 52, areaAttack = 1, commandSkillType = attack)
Changed - damage (420 --> 110) (260+8*level --> 100+level)
Changed - mobCount (6 --> 3) (6 --> 3)
New - s (6) (6)
New - u (3) (3)
New - v (80) (70+level)
New - w (2) (2)
Changed - x (5 --> 3) (5 --> 3)
New - y (70) (60+level)
New - z (3) (3)
New - Animation (CharLevel.10.effect)
New - Animation (CharLevel.10.hit.0)
New - Animation (CharLevel.120.effect)
New - Animation (CharLevel.120.hit.0)
New - Animation (CharLevel.30.effect)
New - Animation (CharLevel.30.hit.0)
New - Animation (CharLevel.70.effect)
New - Animation (CharLevel.70.hit.0)
New - Animation (effect)
New - Animation (hit.0)
Guardian Armor:
New - Name (Guardian Armor)
New - Description (Increase Battle Mode ATT based on DEF.)
New - Level readout (Battle Mode ATT: +1 per #x DEF)
Battle Pact:
New - Name (Battle Pact)
Changed - Max level (10 --> 20)
New - Delay (alert3 - 1500 ms)
New - Pre-requisite (Level 5 Demon Lash)
Changed - Info (type = 41 --> type = 10)
Changed - hpCon (9 --> 80) (14-roundDown(level/2) --> 200-6*level)
New - time (180) (20+8*level)
New - x (-2) (-2)
New - Animation (effect)
New - Animation (effect0)
Grim Scythe:
New - Name (Grim Scythe)
New - Description (Summons a demonic scythe that tears through multiple enemies in front of you.\nRequired Skill: #cDemon Lash Lv.1#)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, When skill key is held - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount)
Changed - Max level (20 --> 15)
Changed - Delay (demonSlasher - 630 ms --> bluntSmashLoop - 360 ms)
New - Pre-requisite (Level 1 Demon Lash)
Changed - Hitbox (150% --> 260%)
Changed - Info (type = 1, areaAttack = 1 --> type = 1, areaAttack = 1, rapidAttack = 1, knockbackLimit = 100)
New - hpCon (15) (15)
Changed - forceCon (20 --> 4) (10+roundDown(level/2) --> 4)
Changed - damage (82 --> 50) (62+level --> 35+level)
Changed - mobCount (4 --> 8) (4 --> 8)
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
New - Animation (keydown)
New - Animation (keydownend)
New - Animation (prepare)
New - Name (Shadow Swiftness)
Changed - Max level (20 --> 10)
New - Pre-requisite (Level 1 Demon Lash)
New - accX (200) (20*level)
Changed - psdSpeed (20 --> 25) (level --> 5+2*level)
New - psdJump (20) (2*level)
Removed - cr
HP Boost:
New - Name (HP Boost)
New - Pre-requisite (Level 1 Demon Lash)
Demon Lash:
New - Name (Demon Lash)
New - Description (Mash the attack key to whip enemies in front of you 4 times with dark power. Hits return some Fury to you.)
New - Level readout (1st, 2nd: Damage: #damage%, Max Monsters Hit: #mobCount.\n3rd: Damage: #v%, Max Monsters Hit: #u, Number of Attacks: #w\n4th: Damage: #y%, Max Monsters Hit: #x, Number of Attacks: #z)
Changed - Max level (20 --> 10)
Changed - Delay (maxForce1 - 270 ms --> maxForce0 - 570 ms)
Changed - Hitbox (180% --> 230%)
Changed - Info (type = 52, commandSkillType = attack --> type = 52, areaAttack = 1, commandSkillType = attack)
Changed - damage (420 --> 110) (260+8*level --> 100+level)
Changed - mobCount (6 --> 3) (6 --> 3)
New - s (6) (6)
New - u (3) (3)
New - v (80) (70+level)
New - w (2) (2)
Changed - x (5 --> 3) (5 --> 3)
New - y (70) (60+level)
New - z (3) (3)
New - Animation (CharLevel.10.effect)
New - Animation (CharLevel.10.hit.0)
New - Animation (CharLevel.120.effect)
New - Animation (CharLevel.120.hit.0)
New - Animation (CharLevel.30.effect)
New - Animation (CharLevel.30.hit.0)
New - Animation (CharLevel.70.effect)
New - Animation (CharLevel.70.hit.0)
New - Animation (effect)
New - Animation (hit.0)
Guardian Armor:
New - Name (Guardian Armor)
New - Description (Increase Battle Mode ATT based on DEF.)
New - Level readout (Battle Mode ATT: +1 per #x DEF)
Battle Pact:
New - Name (Battle Pact)
Changed - Max level (10 --> 20)
New - Delay (alert3 - 1500 ms)
New - Pre-requisite (Level 5 Demon Lash)
Changed - Info (type = 41 --> type = 10)
Changed - hpCon (9 --> 80) (14-roundDown(level/2) --> 200-6*level)
New - time (180) (20+8*level)
New - x (-2) (-2)
New - Animation (effect)
New - Animation (effect0)
Grim Scythe:
New - Name (Grim Scythe)
New - Description (Summons a demonic scythe that tears through multiple enemies in front of you.\nRequired Skill: #cDemon Lash Lv.1#)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, When skill key is held - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount)
Changed - Max level (20 --> 15)
Changed - Delay (demonSlasher - 630 ms --> bluntSmashLoop - 360 ms)
New - Pre-requisite (Level 1 Demon Lash)
Changed - Hitbox (150% --> 260%)
Changed - Info (type = 1, areaAttack = 1 --> type = 1, areaAttack = 1, rapidAttack = 1, knockbackLimit = 100)
New - hpCon (15) (15)
Changed - forceCon (20 --> 4) (10+roundDown(level/2) --> 4)
Changed - damage (82 --> 50) (62+level --> 35+level)
Changed - mobCount (4 --> 8) (4 --> 8)
New - Animation (hit.0)
New - Animation (hit.1)
New - Animation (hit.2)
New - Animation (keydown)
New - Animation (keydownend)
New - Animation (prepare)
Demon Slayer (II)
Soul Eater:
New - Name (Soul Eater)
New - Description (Snares and pulls multiple enemies towards you, where they suffer the full force of your might.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, When skill key is pressed down - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Chance of Pulling Enemy: #prop%)
Changed - Delay (bluntSmash - 990 ms --> bluntSmash - 660 ms)
Changed - Hitbox (200% --> 500%)
Removed - Final attack
Changed - Info (type = 1, areaAttack = 1 --> type = 1, areaAttack = 1, rapidAttack = 1, knockbackLimit = 100, pullTarget = 1)
New - hpCon (45) (45)
Changed - forceCon (10 --> 6) (10 --> 6)
Changed - damage (320 --> 110) (200+6*level --> 70+2*level)
New - attackCount (4) (4)
Changed - mobCount (4 --> 3) (4 --> 3)
New - prop (10) (5+roundUp(level/4))
Removed - range
New - Animation (keydown)
New - Animation (keydownend)
New - Animation (prepare)
Dark Thrust:
New - Name (Dark Thrust)
New - Description (Charge forward with terrifying rage, dragging multiple unfortunate enemies with you.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount \nCooldown: #cooltime sec)
Changed - Hitbox (350% --> 500%)
Removed - Final attack
Changed - damage (232 --> 95) (172+3*level --> 75+level)
New - attackCount (3) (3)
Removed - x
Removed - time
Chaos Lock:
New - Name (Chaos Lock)
New - Description (Targets and attacks the enemy closest to you. Has a chance to stun the enemy. Allows you to teleport using the directional keys.)
New - Level readout (Fury Cost: #forceCon, After teleporting - Damage: #damage%, Max Monsters Hit: #mobCount, Stun Chance: #prop%, Stun Duration: #time sec\nCooldown: #cooltime sec)
Changed - Max level (20 --> 15)
Changed - Delay (alert2 - 600 ms --> demonTrace - 810 ms)
Removed - Pre-requisite
New - Hitbox (200%)
New - Final attack (1H Axe, 1H BW)
Changed - Info (type = 10 --> type = 1, casterMove = 1, areaAttack = 1, mes = stun)
New - forceCon (18) (18)
New - damage (305) (200+7*level)
New - mobCount (6) (6)
New - prop (4) (roundUp(level/4))
Changed - time (200 --> 1) (10*level --> 1)
New - cooltime (10) (10)
Removed - hpCon
Removed - x
New - Animation (effect)
New - Animation (hit.0)
New - Animation (mob)
New - Animation (prepare)
Vengeance:
New - Name (Vengeance)
New - Description (Returns damage taken from enemies to the dealer, along with a chance to stun them. Cannot return more than half of an enemy's HP at once.)
New - Level readout (HP Cost: #hpCon, Returns #y% of damage received back to the enemy for #time sec, Paralysis Chance: #prop%, Paralysis Duration: #subTime sec)
Changed - Info (type = 11, PADReflect = 1, MADReflect = 1, magicSteal = 1, mes = stun --> type = 11, PADReflect = 1, MADReflect = 1, magicSteal = 1, dotType = paralyze, mes = freeze)
New - hpCon (150) (70+20*roundDown(level/5))
Changed - time (180 --> 100) (60+6*level --> 10*roundUp(level/2))
Changed - y (20 --> 30) (10+roundUp(level/2) --> 10+level)
Changed - prop (70 --> 5) (50+level --> roundUp(level/4))
Changed - subTime (5 --> 1) (5 --> 1)
Removed - forceCon
New - Animation (effect0)
Barbed Lash:
New - Name (Barbed Lash)
Changed - Max level (20 --> 1)
Removed - Delay
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - damR (40) (40)
Removed - damage
Removed - mobCount
Removed - x
Outrage:
New - Name (Outrage)
Removed - Delay
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - padX (25) (5+level)
New - cr (20) (level)
Removed - damage
Removed - mobCount
Removed - x
Physical Training:
New - Name (Physical Training)
Changed - Max level (30 --> 10)
Removed - Delay
Removed - Pre-requisite
Changed - Info (type = 11, finalAttack = 1, condition = attack --> type = 50)
New - strX (30) (3*level)
New - dexX (30) (3*level)
Removed - prop
Removed - damage
Removed - mpCon
Removed - time
Removed - x
Weapon Mastery:
New - Name (Weapon Mastery)
New - accX (120) (6*level)
Removed - x
New - Name (Soul Eater)
New - Description (Snares and pulls multiple enemies towards you, where they suffer the full force of your might.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, When skill key is pressed down - Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Chance of Pulling Enemy: #prop%)
Changed - Delay (bluntSmash - 990 ms --> bluntSmash - 660 ms)
Changed - Hitbox (200% --> 500%)
Removed - Final attack
Changed - Info (type = 1, areaAttack = 1 --> type = 1, areaAttack = 1, rapidAttack = 1, knockbackLimit = 100, pullTarget = 1)
New - hpCon (45) (45)
Changed - forceCon (10 --> 6) (10 --> 6)
Changed - damage (320 --> 110) (200+6*level --> 70+2*level)
New - attackCount (4) (4)
Changed - mobCount (4 --> 3) (4 --> 3)
New - prop (10) (5+roundUp(level/4))
Removed - range
New - Animation (keydown)
New - Animation (keydownend)
New - Animation (prepare)
Dark Thrust:
New - Name (Dark Thrust)
New - Description (Charge forward with terrifying rage, dragging multiple unfortunate enemies with you.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount \nCooldown: #cooltime sec)
Changed - Hitbox (350% --> 500%)
Removed - Final attack
Changed - damage (232 --> 95) (172+3*level --> 75+level)
New - attackCount (3) (3)
Removed - x
Removed - time
Chaos Lock:
New - Name (Chaos Lock)
New - Description (Targets and attacks the enemy closest to you. Has a chance to stun the enemy. Allows you to teleport using the directional keys.)
New - Level readout (Fury Cost: #forceCon, After teleporting - Damage: #damage%, Max Monsters Hit: #mobCount, Stun Chance: #prop%, Stun Duration: #time sec\nCooldown: #cooltime sec)
Changed - Max level (20 --> 15)
Changed - Delay (alert2 - 600 ms --> demonTrace - 810 ms)
Removed - Pre-requisite
New - Hitbox (200%)
New - Final attack (1H Axe, 1H BW)
Changed - Info (type = 10 --> type = 1, casterMove = 1, areaAttack = 1, mes = stun)
New - forceCon (18) (18)
New - damage (305) (200+7*level)
New - mobCount (6) (6)
New - prop (4) (roundUp(level/4))
Changed - time (200 --> 1) (10*level --> 1)
New - cooltime (10) (10)
Removed - hpCon
Removed - x
New - Animation (effect)
New - Animation (hit.0)
New - Animation (mob)
New - Animation (prepare)
Vengeance:
New - Name (Vengeance)
New - Description (Returns damage taken from enemies to the dealer, along with a chance to stun them. Cannot return more than half of an enemy's HP at once.)
New - Level readout (HP Cost: #hpCon, Returns #y% of damage received back to the enemy for #time sec, Paralysis Chance: #prop%, Paralysis Duration: #subTime sec)
Changed - Info (type = 11, PADReflect = 1, MADReflect = 1, magicSteal = 1, mes = stun --> type = 11, PADReflect = 1, MADReflect = 1, magicSteal = 1, dotType = paralyze, mes = freeze)
New - hpCon (150) (70+20*roundDown(level/5))
Changed - time (180 --> 100) (60+6*level --> 10*roundUp(level/2))
Changed - y (20 --> 30) (10+roundUp(level/2) --> 10+level)
Changed - prop (70 --> 5) (50+level --> roundUp(level/4))
Changed - subTime (5 --> 1) (5 --> 1)
Removed - forceCon
New - Animation (effect0)
Barbed Lash:
New - Name (Barbed Lash)
Changed - Max level (20 --> 1)
Removed - Delay
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - damR (40) (40)
Removed - damage
Removed - mobCount
Removed - x
Outrage:
New - Name (Outrage)
Removed - Delay
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - padX (25) (5+level)
New - cr (20) (level)
Removed - damage
Removed - mobCount
Removed - x
Physical Training:
New - Name (Physical Training)
Changed - Max level (30 --> 10)
Removed - Delay
Removed - Pre-requisite
Changed - Info (type = 11, finalAttack = 1, condition = attack --> type = 50)
New - strX (30) (3*level)
New - dexX (30) (3*level)
Removed - prop
Removed - damage
Removed - mpCon
Removed - time
Removed - x
Weapon Mastery:
New - Name (Weapon Mastery)
New - accX (120) (6*level)
Removed - x
Demon Slayer (III)
Insult to Injury:
New Skill
New - Name (Insult to Injury)
New - Max level (15)
New - Info (type = 51)
New - x (10) (5+roundUp(level/3))
New - y (10) (5+roundUp(level/3))
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)
Demon Lash Arch:
New - Name (Demon Lash Arch)
Changed - Max level (20 --> 1)
Removed - Delay
New - Pre-requisite (Level 1 Barbed Lash)
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - damR (60) (60)
Changed - x (5 --> 100) (5 --> 100)
Removed - damage
Removed - mobCount
Carrion Breath:
New - Name (Carrion Breath)
New - Description (Summons the power of the Poison Demon's horrible breath to attack multiple enemies at once. Targets receive continual damage over a short amount of time and are unable to eat lunch for a week afterwards.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon. When skill key is pressed - Damage: #damage%, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount. Poison Damage Over Time: #dot% damage every #dotInterval sec for #dotTime sec.)
Changed - Delay (devilCry - 1800 ms --> demonicBreathe - 720 ms)
New - Elemental attribute (Poison)
Changed - Hitbox (300% --> 288%)
Removed - Final attack
Changed - Info (type = 1, mes = darkness&&lifyDamage, massSpell = 1, areaAttack = 1, dot = 1 --> type = 1, areaAttack = 1, rapidAttack = 1, knockbackLimit = 100, dot = 1, condition = attack, dotType = paralyze)
New - hpCon (80) (80)
Changed - forceCon (20 --> 12) (10+roundDown(level/2) --> 12)
Changed - damage (870 --> 105) (730+7*level --> 65+2*level)
New - attackCount (4) (4)
Changed - mobCount (6 --> 4) (6 --> 4)
Changed - dot (180 --> 80) (100+4*level --> 40+2*level)
Changed - dotTime (15 --> 5) (10+roundDown(level/4) --> 3+roundDown(level/10))
Removed - time
Removed - x
Removed - y
Removed - prop
New - Animation (keydown)
New - Animation (keydownend)
New - Animation (prepare)
Black-Hearted Strength:
New Skill
New - Name (Black-Hearted Strength)
New - Max level (20)
New - Delay (powerEndure - 1440 ms)
New - Info (type = 10, magicSteal = 1)
New - hpCon (200) (100+20*roundDown(level/4))
New - time (90) (30+3*level)
New - x (50) (10+2*level)
New - y (30) (10+level)
New - z (30) (10+level)
New - Animation (effect)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)
Possessed Aegis:
New - Name (Possessed Aegis)
Changed - Max level (20 --> 15)
Changed - x (60 --> 5) (20+2*level --> roundUp(level/3))
Changed - y (60 --> 3) (20+2*level --> roundUp(level/5))
Changed - z (60 --> 10) (20+2*level --> 5+roundUp(level/3))
Max Fury:
New - Name (Max Fury)
Changed - Max level (20 --> 5)
Removed - Delay
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - prop (75) (15*level )
Changed - x (5 --> 10) (5 --> 10)
New - y (10) (2*level)
New - z (8) (8)
Removed - damage
Removed - mobCount
Vortex of Doom:
New - Name (Vortex of Doom)
New - Description (Creates a vortex of dark energy inside you that draws nearby enemies into your attack and stuns them.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Number of Attacks: #attackCount, Max Monsters Hit: #mobCount, Stun Chance: #subProp%, Stun Duration: #time sec)
Changed - Delay (deathDraw - 1440 ms --> deathDraw - 1200 ms)
Changed - Hitbox (340% --> 350%)
Removed - Final attack
Changed - forceCon (35 --> 18) (25+5*roundUp(level/10) --> 18)
Changed - damage (250 --> 140) (150+5*level --> 100+2*level)
Changed - prop (15 --> 5) (5+roundUp(level/2) --> roundUp(level/4))
New - subProp (5) (roundUp(level/4))
Removed - cooltime
New - Animation (effect0)
Judgment:
New - Name (Judgment)
New - Description (Judge your enemies...harshly. This attack hits multiple nearby enemies, dealing critical damage with a chance for additional critical hits.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount, Damage: #damage%, Critical Hit Rate: +#cr%)
Changed - Delay (darkSpin - 1890 ms --> darkSpin - 1980 ms)
Changed - Hitbox (150% --> 350%)
Removed - Final attack
New - hpCon (300) (300)
Changed - forceCon (21 --> 40) (15+roundDown(level/3) --> 40)
Changed - damage (255 --> 165) (215+2*level --> 105+3*level)
Changed - attackCount (2 --> 4) (2 --> 4)
Changed - mobCount (3 --> 6) (3 --> 6)
New - cr (20) (level)
New - Animation (effect)
Raven Storm:
New - Name (Raven Storm)
New - Description (Summons a flock of really angry ravens that peck the faces off of any enemies in front of you. The ravens then return the enemies' HP to you as thanks for letting them take out their aggression.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Recovers up to #x% of HP\nCooldown: #cooltime sec)
Changed - Delay (healingAttack - 1710 ms --> healingAttack - 1200 ms)
Changed - Hitbox (300% --> 400%)
Changed - Info (type = 1, hpDrain = 1 --> type = 1, areaAttack = 1)
Changed - forceCon (75 --> 25) (50+5*roundUp(level/4) --> 25)
Changed - damage (310 --> 125) (170+7*level --> 85+2*level)
New - attackCount (4) (4)
Changed - mobCount (1 --> 3) (1 --> 3)
Changed - x (50 --> 15) (50 --> 5+roundUp(level/2))
New - cooltime (10) (20-roundDown(level/2))
New - Animation (affected)
Focused Fury:
New - Name (Focused Fury)
Changed - Max level (10 --> 20)
New - damR (25) (5+level)
New - actionSpeed (-1) (-1)
Removed - pddR
Removed - mddR
New Skill
New - Name (Insult to Injury)
New - Max level (15)
New - Info (type = 51)
New - x (10) (5+roundUp(level/3))
New - y (10) (5+roundUp(level/3))
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)
Demon Lash Arch:
New - Name (Demon Lash Arch)
Changed - Max level (20 --> 1)
Removed - Delay
New - Pre-requisite (Level 1 Barbed Lash)
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - damR (60) (60)
Changed - x (5 --> 100) (5 --> 100)
Removed - damage
Removed - mobCount
Carrion Breath:
New - Name (Carrion Breath)
New - Description (Summons the power of the Poison Demon's horrible breath to attack multiple enemies at once. Targets receive continual damage over a short amount of time and are unable to eat lunch for a week afterwards.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon. When skill key is pressed - Damage: #damage%, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount. Poison Damage Over Time: #dot% damage every #dotInterval sec for #dotTime sec.)
Changed - Delay (devilCry - 1800 ms --> demonicBreathe - 720 ms)
New - Elemental attribute (Poison)
Changed - Hitbox (300% --> 288%)
Removed - Final attack
Changed - Info (type = 1, mes = darkness&&lifyDamage, massSpell = 1, areaAttack = 1, dot = 1 --> type = 1, areaAttack = 1, rapidAttack = 1, knockbackLimit = 100, dot = 1, condition = attack, dotType = paralyze)
New - hpCon (80) (80)
Changed - forceCon (20 --> 12) (10+roundDown(level/2) --> 12)
Changed - damage (870 --> 105) (730+7*level --> 65+2*level)
New - attackCount (4) (4)
Changed - mobCount (6 --> 4) (6 --> 4)
Changed - dot (180 --> 80) (100+4*level --> 40+2*level)
Changed - dotTime (15 --> 5) (10+roundDown(level/4) --> 3+roundDown(level/10))
Removed - time
Removed - x
Removed - y
Removed - prop
New - Animation (keydown)
New - Animation (keydownend)
New - Animation (prepare)
Black-Hearted Strength:
New Skill
New - Name (Black-Hearted Strength)
New - Max level (20)
New - Delay (powerEndure - 1440 ms)
New - Info (type = 10, magicSteal = 1)
New - hpCon (200) (100+20*roundDown(level/4))
New - time (90) (30+3*level)
New - x (50) (10+2*level)
New - y (30) (10+level)
New - z (30) (10+level)
New - Animation (effect)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)
Possessed Aegis:
New - Name (Possessed Aegis)
Changed - Max level (20 --> 15)
Changed - x (60 --> 5) (20+2*level --> roundUp(level/3))
Changed - y (60 --> 3) (20+2*level --> roundUp(level/5))
Changed - z (60 --> 10) (20+2*level --> 5+roundUp(level/3))
Max Fury:
New - Name (Max Fury)
Changed - Max level (20 --> 5)
Removed - Delay
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - prop (75) (15*level )
Changed - x (5 --> 10) (5 --> 10)
New - y (10) (2*level)
New - z (8) (8)
Removed - damage
Removed - mobCount
Vortex of Doom:
New - Name (Vortex of Doom)
New - Description (Creates a vortex of dark energy inside you that draws nearby enemies into your attack and stuns them.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Number of Attacks: #attackCount, Max Monsters Hit: #mobCount, Stun Chance: #subProp%, Stun Duration: #time sec)
Changed - Delay (deathDraw - 1440 ms --> deathDraw - 1200 ms)
Changed - Hitbox (340% --> 350%)
Removed - Final attack
Changed - forceCon (35 --> 18) (25+5*roundUp(level/10) --> 18)
Changed - damage (250 --> 140) (150+5*level --> 100+2*level)
Changed - prop (15 --> 5) (5+roundUp(level/2) --> roundUp(level/4))
New - subProp (5) (roundUp(level/4))
Removed - cooltime
New - Animation (effect0)
Judgment:
New - Name (Judgment)
New - Description (Judge your enemies...harshly. This attack hits multiple nearby enemies, dealing critical damage with a chance for additional critical hits.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Max Monsters Hit: #mobCount, Number of Attacks: #attackCount, Damage: #damage%, Critical Hit Rate: +#cr%)
Changed - Delay (darkSpin - 1890 ms --> darkSpin - 1980 ms)
Changed - Hitbox (150% --> 350%)
Removed - Final attack
New - hpCon (300) (300)
Changed - forceCon (21 --> 40) (15+roundDown(level/3) --> 40)
Changed - damage (255 --> 165) (215+2*level --> 105+3*level)
Changed - attackCount (2 --> 4) (2 --> 4)
Changed - mobCount (3 --> 6) (3 --> 6)
New - cr (20) (level)
New - Animation (effect)
Raven Storm:
New - Name (Raven Storm)
New - Description (Summons a flock of really angry ravens that peck the faces off of any enemies in front of you. The ravens then return the enemies' HP to you as thanks for letting them take out their aggression.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Recovers up to #x% of HP\nCooldown: #cooltime sec)
Changed - Delay (healingAttack - 1710 ms --> healingAttack - 1200 ms)
Changed - Hitbox (300% --> 400%)
Changed - Info (type = 1, hpDrain = 1 --> type = 1, areaAttack = 1)
Changed - forceCon (75 --> 25) (50+5*roundUp(level/4) --> 25)
Changed - damage (310 --> 125) (170+7*level --> 85+2*level)
New - attackCount (4) (4)
Changed - mobCount (1 --> 3) (1 --> 3)
Changed - x (50 --> 15) (50 --> 5+roundUp(level/2))
New - cooltime (10) (20-roundDown(level/2))
New - Animation (affected)
Focused Fury:
New - Name (Focused Fury)
Changed - Max level (10 --> 20)
New - damR (25) (5+level)
New - actionSpeed (-1) (-1)
Removed - pddR
Removed - mddR
Demon Slayer (IV)
Binding Darkness:
New - Name (Binding Darkness)
New - Description (Has a chance to knock down multiple enemies and deal continuous damage while they are on the ground. The attack also ignores a fixed amount of enemy DEF. The effects of Dark Bind apply to both bosses and regular monsters.)
New - Level readout (Active: Fury Cost: #forceCon, Damage: #damage%, Max Monsters Hit: #mobCount, Damage Over Time: #prop% chance of causing #dot% damage every #dotInterval sec for #time sec\nCooldown: #cooltime sec\nPassive: Enemy DEF permanently ignored by #ignoreMobpdpR%.)
New - Master Level (10)
Changed - Delay (movebind - 1980 ms --> demonbind - 2280 ms)
Changed - Hitbox (280% --> 400%)
New - Combat orders (1)
Changed - Info (type = 32, dot = 1, mes = restrict&&attackLimit&&buffLimit --> type = 1, dot = 1, dotType = paralyze, mes = restrict&&attackLimit&&buffLimit, areaAttack = 1)
Changed - forceCon (20 --> 80) (20 --> 80)
New - damage (600) (300+15*level)
Changed - time (20 --> 3) (10+roundDown(level/2) --> 1+roundUp(level/10))
Changed - prop (95 --> 35) (15+4*level --> 15+level)
Changed - dot (180 --> 250) (100+4*level --> 150+5*level)
Changed - dotTime (15 --> 3) (10+roundDown(level/4) --> 1+roundUp(level/10))
New - cooltime (30) (90-12*roundDown(level/4))
New - ignoreMobpdpR (30) (10+level)
New - Animation (effect)
New - Animation (hit.0)
Boundless Rage:
New Skill
New - Name (Boundless Rage)
New - Max level (15)
New - Master Level (15)
New - Delay (alert3 - 1500 ms)
New - Combat orders (1)
New - Info (type = 10, pvp = 0)
New - forceCon (120) (120)
New - time (30) (5+5*roundUp(level/3))
New - cooltime (300) (600-20*level)
New - Animation (effect)
New - Animation (effect0)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)
Maple Warrior:
New - Name (Maple Warrior)
Changed - Max level (5 --> 30)
New - Master Level (10)
New - Delay (alert3 - 1500 ms)
New - Hitbox (400%)
Changed - Info (type = 35 --> type = 10, massSpell = 1, magicSteal = 1)
New - hpCon (500) (150+50*roundDown(level/4))
New - x (15) (roundUp(level/2))
Changed - time (1 --> 900) (1 --> 30*level)
Removed - forceCon
Removed - cooltime
New - Animation (affected)
New - Animation (effect)
Dark Metamorphosis:
New - Name (Dark Metamorphosis)
New - Description (Unleashes 2 beings of spectral shadow to join you and attack anything in sight. The spirit channel also provides you and increase to damage and HP for a short period of time.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Damage: #damR% for #time sec, Max HP Increase: #indieMhpR%, Automatically attack nearby enemies to deal #damage% damage.)
Changed - Delay (wildbeast - 1530 ms --> devilishPower - 1680 ms)
Changed - Hitbox (300% --> 150%)
Changed - Info (type = 10 --> type = 11, areaAttack = 1)
Changed - forceCon (150 --> 75) (100+10*roundDown(level/6) --> 75)
New - hpCon (300) (300)
New - damR (10) (roundUp(level/3))
Changed - time (120 --> 180) (30+3*level --> 60+4*level)
New - subTime (1000) (1000)
New - mobCount (3) (3)
Changed - damage (540 --> 75) (240+10*level --> 45+level)
New - indieMhpR (10) (roundUp(level/3))
Changed - x (80 --> 1) (20+2*level --> 1)
Removed - y
New - Animation (effect)
New - Animation (effect0)
New - Animation (hit.0)
New - Animation (special)
Leech Aura:
New - Name (Leech Aura)
New - Description (Utilize your connection with the crawling slimy things of the world to sap enemy HP with every blow. You and your party members will receive life for every blow you inflict for a short time, up to 3% at a time.)
New - Level readout (Fury Cost: #forceCon, #x% of damage returned to party members as HP for #time sec.)
Changed - Max level (30 --> 10)
New - Master Level (10)
Changed - Delay (alert3 - 1500 ms --> partyHealing - 1710 ms)
Changed - Hitbox (400% --> 512%)
Changed - Info (type = 10, massSpell = 1, magicSteal = 1 --> type = 11, hpDrain = 1, condition = attack)
Changed - forceCon (70 --> 50) (10+10*roundDown(level/5) --> 50)
Changed - time (900 --> 60) (30*level --> 30+3*level)
Changed - x (15 --> 2) (roundUp(level/2) --> roundUp(level/5))
New - Animation (affected)
New - Animation (effect)
Demon Cry:
New - Name (Demon Cry)
New - Description (Releases your inner demons to intimidate and deal damage on multiple nearby enemies. Enemies will suffer a hit to DEF, ATT, and Accuracy while your EXP and item drop rate increase.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Attack Count: #attackCount, Damage: #damage%, Max Monsters Hit: #mobCount. For #subTime sec, Enemy Attack and Defense -#x%, Accuracy -#x%. EXP and item drp rate: +#w%.\nCooldown: #cooltime sec)
New - Master Level (10)
Changed - Delay (brandish1 - 840 ms, brandish2 - 840 ms --> provoc - 2160 ms)
Changed - Hitbox (150% --> 400%)
Removed - Final attack
New - Combat orders (1)
Changed - Info (pvp = 0 --> type = 1, mes = reduceTargetDam&&reduceTargetPDP&&reduceTargetMDP&&reduceTargetACC , areaAttack = 1)
Changed - forceCon (21 --> 60) (15+roundDown(level/3) --> 60)
New - hpCon (500) (500)
Changed - damage (255 --> 300) (215+2*level --> 200+5*level)
Changed - attackCount (2 --> 5) (2 --> 5)
Changed - mobCount (3 --> 10) (3 --> 10)
New - time (30) (10+level)
New - subTime (15) (10+roundDown(level/4))
New - v (-20) (-1*level)
New - w (20) (level)
Changed - x (12 --> -20) (12 --> -1*level)
New - y (-20) (-1*level)
New - z (20) (level)
New - cooltime (20) (40-level)
New - Animation (effect)
New - Animation (hit.0)
New - Animation (mob)
Infernal Concussion:
New - Name (Infernal Concussion)
New - Description (Calls an eruption from below to blast nearby enemies into the air. Enemies in air receive 100% critical damage from the explosion.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Damage: #damage%, Max Monsters Hit: #mobCount. Lifts enemies into the air at #prop% to deal #w critical attacks that deal #v% damage.\nCooldown: #cooltime sec)
Changed - Max level (20 --> 30)
New - Master Level (10)
Changed - Delay (brandish1 - 840 ms, brandish2 - 840 ms --> reverseGravity - 990 ms)
Changed - Hitbox (150% --> 400%)
Removed - Final attack
New - Combat orders (1)
Changed - Info (type = 1, areaAttack = 1 --> type = 1, upperAttack = 1, areaAttack = 1)
Changed - forceCon (21 --> 80) (15+roundDown(level/3) --> 80)
New - hpCon (600) (600)
Changed - damage (255 --> 440) (215+2*level --> 350+3*level)
Changed - attackCount (2 --> 1) (2 --> 1)
Changed - mobCount (3 --> 6) (3 --> 6)
New - prop (5) (roundUp(level/6))
New - v (190) (130+2*level)
New - w (4) (4)
New - x (1) (1)
New - y (38) (38)
New - cooltime (5) (15-roundDown(level/3))
New - cr (100) (100)
New - Animation (effect)
New - Animation (effect0)
New - Animation (hit.0)
Demon Impact:
New - Name (Demon Impact)
New - Description (Call forth your inner demon to deal critical damage on multiple enemies in front of you. Your channel to the nether gives you a chance to ignore Enemy DEF and raises your chance for a critical. Final damage increases when fighting boss monsters.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Additional Critical Rate: #cr%, Enemy Defense Ignored: #ignoreMobpdpR%, Final Damage against Boss Monster: +#bdR%)
New - Master Level (10)
Changed - Delay (blizzard - 3480 ms --> demonImpact - 1470 ms)
Changed - Hitbox (400% --> 375%)
Removed - Final attack
New - Combat orders (1)
Changed - forceCon (380 --> 30) (380 --> 30)
Changed - damage (973 --> 180) (673+10*level --> 120+2*level)
Changed - attackCount (2 --> 5) (2 --> 5)
Changed - mobCount (15 --> 3) (15 --> 3)
New - cr (100) (100)
New - ignoreMobpdpR (50) (20+level)
New - bdR (30) (level)
New - Animation (effect)
New - Animation (hit.0)
Obsidian Skin:
New - Name (Obsidian Skin)
Changed - Max level (20 --> 30)
New - Master Level (10)
New - Combat orders (1)
Changed - x (20 --> 800) (20 --> 950-5*level)
New - t (20.0) (5+0.5*level)
New - prop (900) (30*level)
Removed - mastery
New - Animation (special)
Barricade Mastery:
New - Name (Barricade Mastery)
Changed - Max level (20 --> 30)
New - Master Level (10)
New - Pre-requisite (Level 20 Weapon Mastery)
New - Combat orders (1)
Changed - mastery (80 --> 70) (40+2*level --> 55+roundUp(level/2))
New - padX (30) (level)
Changed - criticaldamageMin (120 --> 15) (6*level --> roundUp(level/2))
Removed - accX
Demon Thrash:
New - Name (Demon Thrash)
Changed - Max level (20 --> 1)
New - Master Level (1)
Removed - Delay
New - Pre-requisite (Level 1 Demon Lash Arch)
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - damR (120) (120)
Changed - x (5 --> 220) (5 --> 220)
Removed - damage
Removed - mobCount
New - Name (Binding Darkness)
New - Description (Has a chance to knock down multiple enemies and deal continuous damage while they are on the ground. The attack also ignores a fixed amount of enemy DEF. The effects of Dark Bind apply to both bosses and regular monsters.)
New - Level readout (Active: Fury Cost: #forceCon, Damage: #damage%, Max Monsters Hit: #mobCount, Damage Over Time: #prop% chance of causing #dot% damage every #dotInterval sec for #time sec\nCooldown: #cooltime sec\nPassive: Enemy DEF permanently ignored by #ignoreMobpdpR%.)
New - Master Level (10)
Changed - Delay (movebind - 1980 ms --> demonbind - 2280 ms)
Changed - Hitbox (280% --> 400%)
New - Combat orders (1)
Changed - Info (type = 32, dot = 1, mes = restrict&&attackLimit&&buffLimit --> type = 1, dot = 1, dotType = paralyze, mes = restrict&&attackLimit&&buffLimit, areaAttack = 1)
Changed - forceCon (20 --> 80) (20 --> 80)
New - damage (600) (300+15*level)
Changed - time (20 --> 3) (10+roundDown(level/2) --> 1+roundUp(level/10))
Changed - prop (95 --> 35) (15+4*level --> 15+level)
Changed - dot (180 --> 250) (100+4*level --> 150+5*level)
Changed - dotTime (15 --> 3) (10+roundDown(level/4) --> 1+roundUp(level/10))
New - cooltime (30) (90-12*roundDown(level/4))
New - ignoreMobpdpR (30) (10+level)
New - Animation (effect)
New - Animation (hit.0)
Boundless Rage:
New Skill
New - Name (Boundless Rage)
New - Max level (15)
New - Master Level (15)
New - Delay (alert3 - 1500 ms)
New - Combat orders (1)
New - Info (type = 10, pvp = 0)
New - forceCon (120) (120)
New - time (30) (5+5*roundUp(level/3))
New - cooltime (300) (600-20*level)
New - Animation (effect)
New - Animation (effect0)
New - Image (icon)
New - Image (iconDisabled)
New - Image (iconMouseOver)
Maple Warrior:
New - Name (Maple Warrior)
Changed - Max level (5 --> 30)
New - Master Level (10)
New - Delay (alert3 - 1500 ms)
New - Hitbox (400%)
Changed - Info (type = 35 --> type = 10, massSpell = 1, magicSteal = 1)
New - hpCon (500) (150+50*roundDown(level/4))
New - x (15) (roundUp(level/2))
Changed - time (1 --> 900) (1 --> 30*level)
Removed - forceCon
Removed - cooltime
New - Animation (affected)
New - Animation (effect)
Dark Metamorphosis:
New - Name (Dark Metamorphosis)
New - Description (Unleashes 2 beings of spectral shadow to join you and attack anything in sight. The spirit channel also provides you and increase to damage and HP for a short period of time.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Damage: #damR% for #time sec, Max HP Increase: #indieMhpR%, Automatically attack nearby enemies to deal #damage% damage.)
Changed - Delay (wildbeast - 1530 ms --> devilishPower - 1680 ms)
Changed - Hitbox (300% --> 150%)
Changed - Info (type = 10 --> type = 11, areaAttack = 1)
Changed - forceCon (150 --> 75) (100+10*roundDown(level/6) --> 75)
New - hpCon (300) (300)
New - damR (10) (roundUp(level/3))
Changed - time (120 --> 180) (30+3*level --> 60+4*level)
New - subTime (1000) (1000)
New - mobCount (3) (3)
Changed - damage (540 --> 75) (240+10*level --> 45+level)
New - indieMhpR (10) (roundUp(level/3))
Changed - x (80 --> 1) (20+2*level --> 1)
Removed - y
New - Animation (effect)
New - Animation (effect0)
New - Animation (hit.0)
New - Animation (special)
Leech Aura:
New - Name (Leech Aura)
New - Description (Utilize your connection with the crawling slimy things of the world to sap enemy HP with every blow. You and your party members will receive life for every blow you inflict for a short time, up to 3% at a time.)
New - Level readout (Fury Cost: #forceCon, #x% of damage returned to party members as HP for #time sec.)
Changed - Max level (30 --> 10)
New - Master Level (10)
Changed - Delay (alert3 - 1500 ms --> partyHealing - 1710 ms)
Changed - Hitbox (400% --> 512%)
Changed - Info (type = 10, massSpell = 1, magicSteal = 1 --> type = 11, hpDrain = 1, condition = attack)
Changed - forceCon (70 --> 50) (10+10*roundDown(level/5) --> 50)
Changed - time (900 --> 60) (30*level --> 30+3*level)
Changed - x (15 --> 2) (roundUp(level/2) --> roundUp(level/5))
New - Animation (affected)
New - Animation (effect)
Demon Cry:
New - Name (Demon Cry)
New - Description (Releases your inner demons to intimidate and deal damage on multiple nearby enemies. Enemies will suffer a hit to DEF, ATT, and Accuracy while your EXP and item drop rate increase.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Attack Count: #attackCount, Damage: #damage%, Max Monsters Hit: #mobCount. For #subTime sec, Enemy Attack and Defense -#x%, Accuracy -#x%. EXP and item drp rate: +#w%.\nCooldown: #cooltime sec)
New - Master Level (10)
Changed - Delay (brandish1 - 840 ms, brandish2 - 840 ms --> provoc - 2160 ms)
Changed - Hitbox (150% --> 400%)
Removed - Final attack
New - Combat orders (1)
Changed - Info (pvp = 0 --> type = 1, mes = reduceTargetDam&&reduceTargetPDP&&reduceTargetMDP&&reduceTargetACC , areaAttack = 1)
Changed - forceCon (21 --> 60) (15+roundDown(level/3) --> 60)
New - hpCon (500) (500)
Changed - damage (255 --> 300) (215+2*level --> 200+5*level)
Changed - attackCount (2 --> 5) (2 --> 5)
Changed - mobCount (3 --> 10) (3 --> 10)
New - time (30) (10+level)
New - subTime (15) (10+roundDown(level/4))
New - v (-20) (-1*level)
New - w (20) (level)
Changed - x (12 --> -20) (12 --> -1*level)
New - y (-20) (-1*level)
New - z (20) (level)
New - cooltime (20) (40-level)
New - Animation (effect)
New - Animation (hit.0)
New - Animation (mob)
Infernal Concussion:
New - Name (Infernal Concussion)
New - Description (Calls an eruption from below to blast nearby enemies into the air. Enemies in air receive 100% critical damage from the explosion.)
New - Level readout (HP Cost: #hpCon, Fury Cost: #forceCon, Damage: #damage%, Max Monsters Hit: #mobCount. Lifts enemies into the air at #prop% to deal #w critical attacks that deal #v% damage.\nCooldown: #cooltime sec)
Changed - Max level (20 --> 30)
New - Master Level (10)
Changed - Delay (brandish1 - 840 ms, brandish2 - 840 ms --> reverseGravity - 990 ms)
Changed - Hitbox (150% --> 400%)
Removed - Final attack
New - Combat orders (1)
Changed - Info (type = 1, areaAttack = 1 --> type = 1, upperAttack = 1, areaAttack = 1)
Changed - forceCon (21 --> 80) (15+roundDown(level/3) --> 80)
New - hpCon (600) (600)
Changed - damage (255 --> 440) (215+2*level --> 350+3*level)
Changed - attackCount (2 --> 1) (2 --> 1)
Changed - mobCount (3 --> 6) (3 --> 6)
New - prop (5) (roundUp(level/6))
New - v (190) (130+2*level)
New - w (4) (4)
New - x (1) (1)
New - y (38) (38)
New - cooltime (5) (15-roundDown(level/3))
New - cr (100) (100)
New - Animation (effect)
New - Animation (effect0)
New - Animation (hit.0)
Demon Impact:
New - Name (Demon Impact)
New - Description (Call forth your inner demon to deal critical damage on multiple enemies in front of you. Your channel to the nether gives you a chance to ignore Enemy DEF and raises your chance for a critical. Final damage increases when fighting boss monsters.)
New - Level readout (Fury Cost: #forceCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Additional Critical Rate: #cr%, Enemy Defense Ignored: #ignoreMobpdpR%, Final Damage against Boss Monster: +#bdR%)
New - Master Level (10)
Changed - Delay (blizzard - 3480 ms --> demonImpact - 1470 ms)
Changed - Hitbox (400% --> 375%)
Removed - Final attack
New - Combat orders (1)
Changed - forceCon (380 --> 30) (380 --> 30)
Changed - damage (973 --> 180) (673+10*level --> 120+2*level)
Changed - attackCount (2 --> 5) (2 --> 5)
Changed - mobCount (15 --> 3) (15 --> 3)
New - cr (100) (100)
New - ignoreMobpdpR (50) (20+level)
New - bdR (30) (level)
New - Animation (effect)
New - Animation (hit.0)
Obsidian Skin:
New - Name (Obsidian Skin)
Changed - Max level (20 --> 30)
New - Master Level (10)
New - Combat orders (1)
Changed - x (20 --> 800) (20 --> 950-5*level)
New - t (20.0) (5+0.5*level)
New - prop (900) (30*level)
Removed - mastery
New - Animation (special)
Barricade Mastery:
New - Name (Barricade Mastery)
Changed - Max level (20 --> 30)
New - Master Level (10)
New - Pre-requisite (Level 20 Weapon Mastery)
New - Combat orders (1)
Changed - mastery (80 --> 70) (40+2*level --> 55+roundUp(level/2))
New - padX (30) (level)
Changed - criticaldamageMin (120 --> 15) (6*level --> roundUp(level/2))
Removed - accX
Demon Thrash:
New - Name (Demon Thrash)
Changed - Max level (20 --> 1)
New - Master Level (1)
Removed - Delay
New - Pre-requisite (Level 1 Demon Lash Arch)
Removed - Hitbox
Changed - Info (type = 52, commandSkillType = attack --> type = 50)
New - damR (120) (120)
Changed - x (5 --> 220) (5 --> 220)
Removed - damage
Removed - mobCount
Mechanic (I)
Flame Launcher:
Changed - damage (65 --> 70) (45+level --> 50+level)
Changed - mobCount (5 --> 3) (5 --> 3)
Changed - damage (65 --> 70) (45+level --> 50+level)
Changed - mobCount (5 --> 3) (5 --> 3)
Mechanic (II)
Enhanced Flame Launcher:
Changed - damage (85 --> 95) (65+level --> 75+level)
Changed - mobCount (5 --> 3) (5 --> 3)
Atomic Hammer:
Changed - damage (357 --> 385) (257+5*level --> 285+5*level)
Enhanced Gatling Gun:
Changed - damage (80 --> 85) (60+level --> 65+level)
Heavy Weapon Mastery:
Changed - w (80 --> 85) (60+level --> 65+level)
Changed - x (85 --> 95) (65+level --> 75+level)
Changed - damage (85 --> 95) (65+level --> 75+level)
Changed - mobCount (5 --> 3) (5 --> 3)
Atomic Hammer:
Changed - damage (357 --> 385) (257+5*level --> 285+5*level)
Enhanced Gatling Gun:
Changed - damage (80 --> 85) (60+level --> 65+level)
Heavy Weapon Mastery:
Changed - w (80 --> 85) (60+level --> 65+level)
Changed - x (85 --> 95) (65+level --> 75+level)
Mechanic (III)
Punch Launcher:
Changed - damage (449 --> 530) (369+4*level --> 450+4*level)
Changed - damage (449 --> 530) (369+4*level --> 450+4*level)
Mechanic (IV)
Mech: Missile Tank:
Changed - damage (90 --> 100) (60+level --> 70+level)
Changed - damage (90 --> 100) (60+level --> 70+level)
