Class, skill and guild balance
🛡️Swordsman / Knight / Crusader
Swordmans only had a slight tweak to Bash. Knight now have to pick for max damage (Bowling bash) or AoE (Brandish spear), as both skills are now very viable, but more focused on what they do best. On a big mob, Bowling bash will not hit all, but hit harder on fewer enemies. Crusaders are many much more versatile with their Grand cross hitting all targets, but to limit this a bit the sp cost is nor normalized.
- Bash sp cost changes on most levels, still 8sp on lv 1 and 15sp on lv 10.
- Holy cross +10% dmg.
- Spear quicken now gives +1 flee and crit per skill level.
- Grand cross hits all targets 3 times even if enemies are stacked. But can only hit max max 3 times even if you "train" mobs in. To compensate for this new utility the skill now cost 100sp at all levels. Casting a lower level of the skill still reduce the selfdamage you take.
- BB gutter lines removed, hits in 3x3 cells centered on the target.
- Spear stab +20% dmg.
- Brandish Spear +15% dmg.
- Twohand quicken now gives +5 hit and flee (at lvl 10).
🧙 Mage / Wizard / Sage
Mage class in its core is not changed much, a few buffs to underused skills so they could be real options and see more use.
- Fireball +15% dmg.
- Frost driver +20% dmg scaling at higher levels (5+).
- Firepillar +40% dmg blue gemstone cost removed (at lvl 6+). AoE +1 at max lvl (so it hits 2 cells in each direction from the pillar). Sp cost 75->55. Pre-required skill changed from Firewall lvl 1 to Fireball lvl 1 to make it more viable to skill.
- Sighttrasher +30% dmg. Sp cost reduced by 10 at all lvls.
- Frost Nova AoE 3->4 (around you), +30% dmg.
- Create Elemental Converter quest skill sp cost 30->5, duration of scrolls 3->10min (the skill is currently not in-game, but the scolls can be gives as rewards).
🗺️ Acolyte / Priest / Monk
For the support build we want to add QoL for a smoother gameplay, and with some skills being easier to use or have more duration there can be room for new build ideas. On the offencive side we made Magnus exorsismus more versatile. For Monks we gave some love to the spirit skills without buffing asura.
- Safty Wall, all skill levels now matter for cast time, at lvl 10 same as original (1s).
- Aqua Benedicta now have faster casing speed and less delay.
- Agi,bless duration increased to 300 sec.
- Impositio Manus duration increased 60->80sec, sp cost up 25->27. Also affects Matk.
- Magnificat duration increased 90->100sec, sp cost up 40->42.
- Gloria 30->60s, sp cost 20->24.
- Holy Light +20% dmg.
- Sactuary heal amount now changes all levels (Skill level * 79).
- Magnus Exorcismus will now damage enemies that have a race OR element as Undead, as well as hitting shadow element enemies. For example compared to vanilla ME will now also hit: Dark Illusions, Injustice, Anubis, Raydric, Bathory and more..
- Throw Spirit Sphere cast time reduced 10%, Damage +20%.
- Summon Spirit Sphere cast time reduced 10%.
- Steelbody balanced. Now give you 2x Def and 2.5x Mdef up to a max of 90 for both. No nude chars tanking the world, investment and gear should be rewarded.
- Fury / Explotion of spirits given a 1 sec cast time. Note that this is added because the buff to Summon Spirit Sphere is intended to buff the monks Throw Spirit Sphere and Occult Impaction skills, not speed up Asura Striking, so this is added to compensate and keep asura spamming slightly limited. Total cast time (5 spheres -> Fury -> 5 spheres) are the same as before, but you have to live with a slight cast time on Fury.
🏹 Archer / Hunter / Bard / Dancer
The archer class do not need much balance. A slight mechanical buff to arrow shower and a fix for the bow range.
- Improve Concertration duration increased to 300s, sp cost up (70->78).
- Arrow shower had a slight rework. It is now reliable, all knockback goes away from you regardless of where you shoot (on a cell). To balance this now very strong AoE skill it got a 1.5 seconds after cast delay (still 0 cast time). This is not long, but it does prevent you from standing still and just spamming the skill. And the damage have been reduced by 10%..
- Vultures eye give 0-9 bonus range from 1-10, and less range to skills. To prevent mobs from gref teleporting and simply stop some cheey close to of screen shooting. With this the range of bows and bow skills have been looked at, on this server you will be able to zoom out more then in vanilla, and therefore see monsters earlier and on farther distances then before. Normally a bow char could always shoot what they could see, but with more view range they get an unbalanced and unplanned for extra range of many cells. This is always what can cause mobs to teleport as if they get rude attacked. Because they can not see or engage you, and you are not intended to have that range. This have been worked with and tested so you now (with vultures eye lv 10) have the to shoot all you can see with vanilla zoom. And it "feels" fine to play with, without giving you buggy extra range. But if you have played with this extra range before you will feel a difference..
- Bard & Dancer Musical strike and Throw arrow +25% dmg
🛠️ Merchant / Blacksmith / Alchemist
Alchemist now have acces to crafting 200 white pots as ones, and Blacksmiths got their skills balaced in terms of durations, for QoL.
- Identify skill sp cost 10->3.
- Adrenalin Rush 150->130 sec, sp cost 32->30.
- Weapon Perfection 50->130s, sp cost 10->17.
- Power-Thrust 100->130s, sp 10->13.
- Acid terror +10% dmg.
- Alchemists can now skill Twilight Pharmacy 1 and 2 like normal skills.
⚔️ Thief / Rogue / Assassin
For the thief class we gave some love to the poison skills, and with many buffs to luck and crit on pets and items the class got an indirect crit buff. As well as given Rogues the preserve skill for QoL and build options.
- Venom dust range 2->5, sp cost 20->25, no longer cost a red gemstone.
- Venom splasher is now usable on mobs with 1/2 of their hp (instead of old 1/4), and no longer cost a red gemstone.
- Poison react duration doubled (65->130s on lvl 10).
- Assassins can now use Berserk potions.
- Rogues can now learn the Preserve skill (prevents you from losing the skill you copied with the Plagiarism skill).
- Max steal tries on the same enemy = 5. This will not affect anything in most cases, mainly to prevent a few cases of steal abuse on monsters with very few drops and/or low rate items that get disproportionally higher chance to be stolen.
🐀 Supernovice
To make supernovie less dependant on their "never died" buff, and it can discourage people from playing them due to that risk of losing that buff (+10 all stats). We reworked that.
- Max job level 70.
- No longer get +10 all stats if deathless, just give +2 vit and luck.
- Now gains +5 to all stats from job levels. These new bonuses are spread out over job levels 25-65. With roughly +1 to all stats for every 10 job level.
👥 Guilds
- The active guild skills (Battle orders, Regeneration and Restoration) all have their range increased by 2 cells (from 7->9) in each direction.
- The passive skills (Sharp gaze, Cold heart, Glorious wounds and Great leadership) that give stats have their range increased from 1->5 cells in each direction.
- Guild storage skill implemented. This is intended as a tool for guilds that work for it, not as an extension for player storages, at least without a lot of work. To skill it, you need Guild extension lv 6, Kafra contract and Glorious wounds lv 1. It has a max level 5 and gives (20,70,120,170,220) slots in the storage. To open the guild storage you can use the command @guildstorage or the shorter @gstorage also works. It can only be opened in towns.