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.

🧙 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.

🗺️ 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.

🏹 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.

🛠️ 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.

⚔️ 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.

🐀 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.

👥 Guilds