Difference between revisions of "Episode A 4 0 Rock Ridge"

From Project Alfheim Wiki
Jump to navigation Jump to search
 
(One intermediate revision by the same user not shown)
Line 1,728: Line 1,728:
 
====Changes in Image Format====
 
====Changes in Image Format====
  
[[File:NWA41.png]]
+
======BEFORE======
 +
[[File:Nwa41.png]]
  
[[File:NWA42.png]]
+
======AFTER======
 +
 
 +
[[File:Nwa42.png]]
  
 
==General Adjustments==
 
==General Adjustments==

Latest revision as of 14:48, 24 November 2024

Under Construction

This patch is not yet live, please prefer to Patch A.3.7 for the latest update.

Acolyte and Priest Rework

So we're doing a class update here thats a bit smaller in scope than the upcoming Soul Ascetic rework. (for those of you wondering how we squeezed this in so easily). First, I'll give you the reasoning for why Acolyte is being targeted. There are 4 primary reasons:


1.) First Job party leveling is non-existent, and as we adjust maps with early game leveling together in mind, we wanted to make sure that Acolyte felt like a true support class. We'll also be updating all the other classes too like we did with merchant who can now be a proper dps in a party and provide aspd buffs to those who can wear appropriate weapons. As all the classes get done we hope to have a fully realized group of first classes that mesh well together and still feel good to play solo.


2.) Take an opportunity to both take pressure off hard needing a priest in a party, but also taking pressure off priests in parties themselves. By having more classes that can provide some level of real support, then the need for priest to do "everything" is less. Champions being able to do some stuff that was formerly exclusive to priest will help them join parties more, especially those MVP builds that can't really tank but want to join parties. They'll now be able to play a pseudo priest role in a pinch, although without the new abilities priest is getting, priest is not going to be replaced entirely. This is more about opening up the game. And yes, we're aware now that Super Novice can actually provide a true support role in parties, something we are also happy with the idea of. With 3 classes now that can provide support, it will be a bit easier to be inclusive and also get some pressure off priests when these other classes are visible.


3.) There are other ways to take pressure off priest as well though, and thats by directly making them smoother to play. Obviously with a lot of priest skills shifting into the Acolyte tree, priest will need proper replacements. The direction we decided to go was to shift priest into the better of the support styles. If you liked acolyte's support style as a first job, you'll become a priest and become even better at it. Priests will be more of the same but with area of effect capabilities for their party allowing them to better apply buffs to their entire party easily and quickly. Much as we've seen with the Canto and Clementia additions. So things like Kyrie will now have Status Recovery will have AOE options, and some useless fat like Slow Poison is now cut entirely in favor of a new AOE cleansing skill. And before you ask, no there is still not an AOE assumptio. It's not happening. Give up on that dream.


4.) Lastly make priest's skill tree feel satisfying is a big goal of the update. It may seem counter-intuitive to do this by removing a lot of the more powerful skills and shift them to acolyte, but by replacing them with even more powerful and easy to use skills we think they will feel good about their tree. We're also reducing a lot of the skill fast by reducing skill points across the board in both trees, and adding in some new skills that fill some much needed voids we've identified for priest. Also taking the opportunity to make clunky skills not clunky, like BSS Sacramenti.


Acolyte Adjustments

1.) Increase AGI Skill Points: 10 > 5 (same strength at 5 as it was previously at 10, although the agi per points scales slightly differently)

2.) Increase AGI HP cost requirement is also removed.

3.) Increase AGI SP Costs are now the Level 1-5 requirements so this is an effective SP cost buff.


4.) Blessing Skill Points: 10 > 5 (same strength at 5 as it was previously at 10)

5.) Blessing SP Costs are now the Level 1-5 requirements so this is an effective SP cost buff.


6.) Warp Portal Skill Points: 4 > 2

7.) Warp Portal SP Costs are now the Level 3/4 requirements which is an effective SP cost buff.

NOTE: Works the same, but now you get all 3 memos with Level 2 in addition to your save point memo at level 1. This basically just clears up 2 skill points.


8.) Heal Skill Points: 10 > 5 (same strength at 5 as it was previously at 10)

9.) Heal SP Costs are now the Level 1-5 requirements so this is an effective SP cost buff.


10.) Kyrie Eleison moved to the Acolyte Skill Tree. Still requires Angelus 2.

11.) Kyrie Eleison skill points lowered from 10 > 5. Strength at 5 is the same as it previously was at Level 10, albeit scaling is different now.

12.) Kyrie Eleison SP Costs are now the Level 1-5 requirements so this is an effective SP Cost buff.


13.) Angelus Skill Points: 10 > 5 (same strength at 5 as it was previously at 10)

14.) Angelus now grants 100 flat HP per skill rank when used. (Maxes out at 500 HP at Level 5)


15.) Increase SP Recovery moved from Priest to Acolyte Skill tree.

16.) Increase SP Recovery skill points: 10 > 5. Strength at 5 is the same as it previously was at Level 10, albeit scaling is a different now.


17.) Status Recovery moved from Priest to Acolyte Skill tree.


18.) Resurrection moved from the Priest to the Acolyte Skill tree. Pre-reqs remain the same. (level 4 increase sp recovery, and status recov)


19.) Decrease AGI base success rate increased from 50% > 70%.

-NOTE: This means at rank 10 it has a base success rate of 100% , but it still considers your base level and int for further success rate percentage and your success rate is still reduced by the enemy's MDEF.


20.) Holy Light no longer requires a quest to learn and is now learned automatically upon becoming an Acolyte.

21.) Holy Light base cast time reduced from 2 seconds > 1 second.

Super Novice Adjustments

All Acolyte adjustments also affect Super Novice, this means they also get all the new skills added to their tree in addition to the reworked Acolyte skills.

Priest Adjustments

1.) Praefatio added to the Priest Skill tree, replaces Kyrie Eleison.

 -Requires Level 5 Kyrie to Learn.
 -15x15 AoE, 120 second duration for the Kyrie Status.
 -Cast time is same as Canto Candidus and Clementia
 -Has a 30 second cooldown, unlike Canto and Clementia which do not have any.
 -Has no after cast delay
 -Has a flat SP cost of 150.

2.) Canto Candidus and Clementia moved to Priest from High Priest Tree. (still require level 5 blessing or increase agi to learn)

3.) Slow Poison Removed from Priest skill tree.

4.) Duple Light added to High Priest skill tree, replaces Slow Poison.

 -Requires Level 5 Mace Mastery to learn, costs up to 10 skill points. 
 -Proc chance consistent with vanilla renewal. (30% at max rank)
 -ATK ratio = 110% + 9% per skill level. (200% ATK ratio at max rank)
 -MATK ratio = 300% + 25% per skill level. (550% MATK ratio at max rank)

5.) Demon Bane no longer gives mastery attack, the skill now gives 0.5% physical damage to demon and undead race monsters per rank. (up to 5% at rank 10)

6.) Kyrie Eleison and Assumptio statuses can now stack on the same character at the same time, but Assumptio's effectiveness is halved while Kyrie is active on the player. (this means Assumptio only reduces 25% damage while Kyrie is on them)

7.) Clearance added to Priest skill tree. Replaces status recovery.

  -Applies status recovery to all nearby party members in 15x15 AOE (same as canto candidus/clementia)
  -Has a 60 second cooldown and 240 SP cost. 

8.) BSS Sacramenti no longer requires 2 other acolytes nearby to be cast. Also has a new 30 second cooldown.

9.) Religio added to the High Priest skill tree.

-Similar to clearance, is an AOE status recov type effect, but for different statuses.
-Cleanses Confusion, Blind, Silence, Hallucination, Bleeding, Deep Sleep, and Critical Wounds on the party. 

10.) Suffragium can now be cast on self at 50% effectiveness. This means it reduces your next cast by 7.5/15/22.5% when used on self.

11.) Holy Light no longer affected by Spirit Status (Priest Soul Link)

-Damage ratio adjusted: Now has a 300% MATK ratio as Acolyte/Monk/Champion, and a 625% MATK as a Priest/High Priest. (this is same value as linked holy light before)
-When hitting an enemy with holy light that enemy takes 10% increased holy property magic damage from the caster who applied the status. (i.e. if you hit with holy light, then magnus will deal 10% more damage to that mob that was hit)

12.) Judex added to High Priest skill tree.

-No longer area of effect. Only single target.
-Now fully pierces Magic Defense of Demon Race targets.
-Now deals 20% Bonus Damage to Demon race targets, this bonus is instead 100% if the target is also an MVP monster. 
-No longer gains bonus damage based off the user's level.
-5 Skill Points down from 10.
-75% + 100% MATK ratio per skill point up to 575% MATK. 

13.) Turn Undead's LUK scaling ratio increased from 0.1% success rate per point in LUK to 0.3% success rate per point. (skill still caps at 70% success rate)

14.) Meditation no longer requires Lex Divina and Aspersio as a pre-requisite, only requires SP Recovery Level 5.

15.) Mana Recharge (Spiritual Thrift) now requires Level 10 Meditation instead of Demon Bane Level 10 and Mace Mastery Level 10.

16.) Magnus Exorcismus no longer requires Safety Wall 1 to be learned.

Paradise Bounty Quests

Akin to renewal style, we will be implementing new bounty quests that hold your hand and tell you where to level if you aren't sure where to go after getting your paradise gear. The paradise quest continues after getting your weapon, and now after meeting all the NPCs in Rock Ridge that are part of the paradise group you can take your suggested bounty quests and have an easy path to leveling.

Note that these bounty quests will overall be "inefficient" compared to optimally leveling as an established player. But as a new player who needs to learn the game from the ground up, these are designed to not only help you get your feet wet, but ensure that you are getting the kind of drops/raw zeny that you need early to help get into the game immediately.

These bounties will not reward bonus EXP like in renewal, however. They will instead reward you with the currency for the Paradise Group which are Rock Ridge Coins. These can be exchanged for various weapons, as well as a rock ridge gear set as well. This gear set and the weapons can be enchanted up to 2 times but do not roll random options. (consider this our experiment with something more akin to the Temporal Boots system but toned down in scope)

There are basically now leveling ranges that are set and each bounty is tailored to make sure you end up roughly around the level range of the next bounty. You won't have to complete them more once for first job leveling.

And note that we only have first job leveling up to 65 right now for these, and only one option for each type of job/class. You can choose to crossover if you wish or ignore this entirely of course. Again, this is no way mandatory and we expect established players will largely ignore this system overall.

Below you'll see the bounties for each range and the intended type of class to level there.

Rock Ridge Bounty Quests

Level Range Map Intended Class
20-40 Mjolnir Field 11 Archer, Gunslinger
20-40 Rachel Field 8 Mage
20-40 Byalan Dungeon F2 Swordsman, Merchant
20-40 Payon Cave F1 FS Acolyte, Archer
40-50 Lasagna Field 1 All
40-50 Prontera Field 10 Mage
40-50 Byalan Dungeon F3 Swordsman, Merchant
40-50 Louyang Field Archer, Gunslinger
50-65 Lasagna Dungeon F1 Melee Classes
50-65 Orc Dungeon F1 Mage
50-65 Einbroch Field 4 Archer, Gunslinger
50-65 Coal Mines F3 FS Acolyte, Duos
50-65 Byalan Dungeon F4 All, Small Parties

Map Adjustments

A lot of adjustments coming here, but these will need a bit of a preface to explain. The early leveling experience on Alfheim was bolstered with the addition of Lasagna, but over time its become very clear that Lasagna has in many ways been a detriment long term even though its mostly a net positive. Relative to its difficulty, its incredibly efficient to the point people can often stay at Dragon's Nest until Base Level 80. Which is not something we really want to see. That said, we do still want Lasagna to feel good early on if you aren't sure where to go and need a safe reliable place to get EXP.

We also want to make sure you have a reason to explore the world and try other locations or other mobs, or maybe take on more of a challenge for a better reward. Given that Lasagna is kinda near the cap of what we want leveling speed to be, it only means we should probably shave off some of Lasagna's top end and start to buff other areas so the more challenging areas are the directions to go instead of Lasagna.

Note that we expect a lot of the new buffed locations to be as good as pre patch Lasagna or in some cases even better. We're also considering that with some of the locations that might be better, we might as see more people party together at lower levels even if its only duo since taking them on solo might be a bit rough without consumables, but with an acolyte there to heal you or more homies to beat up the mob faster, it will be more efficient.

Obviously we can't do this all in one patch so in the short term this means a bit of a reduction in first job leveling speed for anyone who doesn't go to the newly buffed locations, but its a necessary thing for the long term in our eyes.

We're also aware that a big reason why people stay at Dragon's Nest until level 80 is that there is no middleground safer location post level 60-65 for people as the jump in difficulty and challenge spikes a little bit too high still. Louyang was a step in the right direction but for a newbie with only paradise gears, you are kinda out of options right now so we'll be looking at that as well.

NOTE: The numbers in parentheses [i.e (1.0)] is the EXP to HP ratio.

Payon Cave F1 (pay_dun00)

Pay dun00.jpg

So slight overhaul here. Aiming for this map to be mostly for heal bomber acolytes but its still doable by other classes, mostly aimed at archers though due to the greatly increased flee of the mobs in the floor. Familiars have been a bit juicier to kill, but are also no longer aggressive so as to not mess with the Thief job change. They hit a lot harder, still have the same move speed, but give a lot more exp and drop more goodies.

The Ribbon drop from Familiars has also been added to the list of items you can enchant at Rock Ridge as well so if you happen to get one while farming down there you can enchant it instead of your Bull Hat if you so wish to go that route. The hope is that this provides value as bridge gears you may drop coincidentally along the way in your journey.

Ultimately, this should be mostly for heal bombing, but it was also designed with archers/gunslingers in mind as an early duo with the an acolyte if two people wish to go that route. Archers should be able to help provide a boost to a FS acolyte by killing the familiars that would usually go ignored.


Skeleton Stats


Level: 10 > 21

Movement Speed: Slowed down by about 50%

Attack Range: 39-47 > 87-97

DEX: 12 > 42

INT: 0 > 10

AGI: 5 > 50

HP: 234 > 1034

Base EXP: 54(0.23) > 1,239 (1.2)

Job EXP: 42 (0.18) > 987 (0.95)

DEF: 10 > 20

MDEF: 10 > 20


Skeleton Drops


Skel Bone: 34.09% > 100%

Skull Ring(New Effect: Increases Heal Damage on Undead by 5%): 1.49% > 4.90%

Orange: Added > 40.96%

Blue Herb: Added > 35.86%

Free Ticket for Kafra Transportation: Added > 11.89%

Newbie Blue Gemstone: 9.61%

Rough Elunium: 4.90%

Red Herb: Removed

Jellopy: Removed

Phracon: Removed


Zombie Stats

Level: 15 > 25

Attack Range: 67-79 > 89-99

DEX: 15 > 40

INT: 0 > 10

AGI: 8 > 48

HP: 534 > 1034

Base EXP: 150 (0.28) > 1,242 (1.2)

Job EXP: 99 (0.18) > 984 (0.95)

DEF: 0 > 18

MDEF: 10 > 20


Zombie Drops


Horrendous Mouth: 2.48% > 100%

Orange: Added > 40.96%

Opal: 3.45% > 4.90%

Newbie Blue Gemstone: 9.61%

Rough Oridecon: 4.90%

White Herb: Added > 40.96%

Newbie Inn Voucher: 1.24%

Cursed Ruby: 0.25% > 4.9%

Sticky Mucus: Removed



Familiar Stats


Level: 8 > 18

HP: 1,55 > 1,355

Attack Range: 20-28 > 108-128

Base EXP: 84 (0.54) > 1,761

Job EXP 45 (0.29) > 1,491

Agi: 12 > 42

Dex: 28 > 38

AI Type: Aggressive > Passive



Familiar Drops

Tooth of Bat: 98.15% > 100%

Can of Anchovies: Added > 30.43%

Ribbon[1]: Can now be enchanted at Rock Ridge

Novice Fly Wing: Added > 40.96%

Grape: 4.90% > 40.96%

Blue Herb: Added > 30.43%

Opal: Added > 4.90%

Concentration Potion: 2.48% > 4.90%

Red Herb: Removed

Fly Wing: Removed

Falchion: Removed



Amatsu Dungeon F1 (ama_dun01)

Amadun01.jpg

Very basic changes here, mostly to the Miyabi Dolls, Firelock Soldiers are pretty much by default spot on for an ideal mob so they are nearly identical to classic with only an increase in EXP mostly and some very minor adjustments to their stats otherwise. Instead we've focused on buffing the drops on this map to make them in line with the other first job paradise leveling maps. This map is intended for FS Acolyte heal bombing (Level 40-50) for Firelock soldiers, but new players will also be encouraged to try their luck with the Miyabi Dolls with their reduced MDEF/increased shadow element by using Holy Light. We also wanted to make Miyabi Dolls actually worthy killing on the map so we are hoping to see Amatsu F1 as a duo map for Acolyte + anyone else really since the Miyabi Dolls obviously cannot be heal bombed, but they'll taken down more efficiently with two then just one acolyte slowly holy lighting them down solo. We've also upped the firelock soldiers so its a bit easier to find them as you walk around.


Spawn Changes

Firelock Soldier: 45 > 65


Firelock Soldier Stats

Level: 47 > 40

Base EXP: 3,879 (1.00) > 5,007 (1.3)

Job EXP: 3,009 (0.78) > 3,852 (1.0)

AGI: 35 > 25

DEF: 10 > 15

MDEF: 10 > 15



Firelock Soldier Drops

Skel-Bone: Added > 100%

Can of Anchovies: Added > 40.95%

White Herb: Added > 40.95%

Orange: Added > 40.95%

Free Ticket for Kafra Transport: Added > 11.89%

Pearl: Added > 4.90%

Old Blue Box: Added > 1.49%

Apple of Archer: 0.05 > 0.15

Iron: Removed

Yellow Herb: Removed

Yam: Removed

Panacea: Removed

Cyclone[2]: Removed



Miyabi Doll Stats

Level: 33 > 43

Element: Shadow 1 > Shadow 3

HP: 6300 > 4300

Attack range: 250-305 > 130-150

Base EXP: 2,385 (0.38) > 5,160 (1.2)

Job EXP: 1,359 (0.21) > 4,086 (0.95)

AGI: 52 > 25

DEX: 62 > 22

DEF: 1 > 13

MDEF: 20 > 10


Miyabi Doll Drops

Glossy Hair: 97.79% > 100%

Orange: Added > 40.95%

Can of Anchovies: Added > 40.95%

Rough Elunium: 4.95%

Professional Cooking Kit: Removed

Hakujin: Removed

Mandolin: Removed



Coal Mines F3 (mjo_dun03)

Mjodun03.jpg

The final location for the Acolyte first job leveling path for FS builds is Coal Mines F3. Like with Miyabi Dolls, the Mysts have been adjusted to be more killable with Holy Light and slowed down so they are properly kiteable as well as made non-aggressive so theres some similarities to Amatsu Dungeon F1.

Skeleton Workers are by and large the same mobs, but with some stat adjustments, bulkier, and some new skills on chase to provide some level of threat that keeps you on your toes. Overall this should be where you finish your first job leveling. We've also adjusted The Gas Mask and the Safety Helm drops to be more appealing as a random drop for newbies who may have little to nothing as a new player. (adjustments below in general adjustments section).


Spawn Changes


Myst: 35 > 50

Cramp: 3 > 0


Skeleton Worker (1169) Stats


Level: 30 > 50

Movement Speed: About 25% Faster

Element: Undead 1 > Undead 3

HP: 2,872 > 9,872

Attak Range: 242-288 > 342-388

Base EXP: 1,197 (0.41) > 11,847 (1.2)

Job EXP: 720 (0.25) > 7,971 (0.8)

Defense: 0 > 25

Magic Defense: 0 > 25

DEX: 42 > 27

Now Casts Quagmire Level 1 at a moderately low chance and long cast time on chase state after being attacked.



Skeleton Worker Drops


Lantern: 98.15% > 100%

Coal: 9.61% > 83.19%

Orange: Added > 40.95%

Can of Anchovies: Added > 40.95%

Newbie Blue Gemstone: Added > 14.13%

Rough Elunium: 4.42% > 4.96%

Safety Helmet: 0.05% > 0.15% (item adjusted, see below)

Iron: Removed

Iron Ore: Removed



Myst (1151) Stats


Level: 38 > 52

HP: 3,745 > 9,745

Base EXP: 4,173 (1.1) > 11,694 (1.2)

Job EXP: 2,064 (0.55) > 8,283 (0.85)

Attack Range: 365-445 > 355-395

Movement Speed: About 50% Slower (same speed Skeleton Worker)

Defense: 0 > 20

Magic Defense: 40 > 20

AGI: 38 > 20

DEX: 53 > 23

Element: Poison 1 > Shadow 3

AI Type: Aggressive > Passive


Myst (1151) Drops


Poisonous Gas: Added > 100%

Can of Anchovies: Added > 40.95%

Grape: 1.74% > 40.95%

Newbie Blue Gemstone: Added > 14.13%

Rough Oridecon: 3.21% > 4.90%

Anodyne: 1% > 1.98%

Gas Mask: 0.10% > 0.15% (item adjusted, see below)

Rough Elunium: Removed

Trunk: Removed


Mjolnir Field 11 (mjolnir_11)

Mjolnir11.jpg

Mostly adjustments to drops and Mandragoras, Evening out the Mandragora/Flora spawns on this map and making this the level 20-40 Archer Leveling range for the new Rock Ridge Bounty Quests.


Spawn Changes

Mandragora: 50 > 60

Male Thief Bug: 30 > 0

Argiope: 10 > 0


Flora Stats

HP: 2092 > 1,092

Base EXP: 1071 (0.52) > 1,254 (1.15)

Job EXP: 726 (0.66) > 1,092 (1.0)

VIT: 35 > 15

AGI: 26 > 16

INT: 5 > 35

LUK: 80 > 1


Flora Drops

Aloe Leaflet: 2.5% > 83.19%

Sunflower: Removed

Singing Flower: Removed

Witherless Rose: 0.05 > 0.50%

Fire Ammunition Supply Box (New Item): Added > 1.24% (When used this item prompts you to use a flare bullet case OR a fire arrow quiver and gives you whatever you select)

Rough Oridecon: Added > 4.90%



Mandragora Stats

Level: 12 > 22

HP: 405 > 1,005

Base EXP: 135 (0.33) > 1,107 (1.1)

Job EXP: 96 (0.23) > 1,005 (1.0)

Attack Range: 26-35 > 86-95

Defense: 0 > 10

AGI: 12 > 20

VIT: 24 > 14

INT: 0 > 25

LUK: 15 > 1

Element: Earth 3 > Earth 1


Mandragora Drops

Soft Blade of Grass: Added > 100%

Rough Elunium: Added > 4.90%

Fire Ammunition Supply Box: Added > 1.24%

Green Live: 2.49% > 4.90%

Gaia Whip: Removed

Shoot: Removed

Spear[4]: Removed

Green Herb: Removed



Louyang Field (lou_fild01)

Loufild.jpg

Mi Gaos getting an adjustment to make them better suited for the level 40-50 range. currently you can already do this, but they're a bit bulky and are honestly more of a 50-65 mob in the new system by default so we're toning them down since we have another map planned for the initial 50-65 range for Archer/Gunslinger classes. They will overall give less total experience, but be less bulky so they are faster to take down, and with more of them spawned it should overall be a net buff since the ratios for them have also been increased.

They've been sped up slightly so you'll maybe have to kite a little sometimes, however engaging them at max range should result in rarely having to do this. But we're using the increased speed to make them somewhat more of an engagement over the start mandragora/flora and get ranged classes moving around as they ease into higher levels.


Spawn Changes


Mantis: 30 > 3 (now completely random rather than set zones)

Mi Gao: 30 > 50 (now completely random rather than set zones, also instant respawn)



Mi Gao Stats


Level: 51 > 41

DEX: 69 > 79

INT: 12 > 22

HP: 8230 > 5230

Base EXP: 8859 (1.07) > 6540 (1.25)

Job EXP: 6773 (0.82) > 4,707 (0.9)

DEF: 30 > 20

MDEF: 12 > 22

Now moves roughly 30% faster



Mi Gao Drops


Dry Sand: 94.32% > 100%

Mud Lump: 72.93 > 83.19%

Fire Ammunition Supply Box: Added > 1.98%

Rough Oridecon: Added > 9.61%

Free Ticket for Kafra Transportation: Added > 11.89%

Fruit Mix: Added > 1%

Newbie Inn Voucher: Added > 1.49%

Orange: Added > 40.95%

Great Nature: Removed



Einbroch Field 4 (ein_fild04)

Einfild04.jpg

Geographers have forever been the slog of archers and mages. For mages in particular they're pretty boring and the heal can be a nuisance. So we're leaning into these more for ranged physical classes as the intended spot. One of our other goals is to make Geographers less "boring" by keeping you on your toes with the Geographer able to cast heaven's drive on you even if you are out of its basic attack range. Additionally they are no longer aggressive so unless you choose to engage them they won't mess with you.

Overall they should feel mostly the same with just a mild amount of engagement to make them not a bore. And of course, bulkier to make them efficient for your time at this level range as an archer/gunslinger archtype.


Geographer Stats

HP: 8,071 > 10,071

Base EXP: 8,145 (1.00) > 12,084 (1.2)

Job EXP: 6,000 (0.6) > 9,063 (0.9)

AI Type: Aggressive > Passive

Minimum Skill Range: None > 14

Now Casts Heaven's Drive on its target when attacked.

Heal cast on other monsters now has a 10 second cooldown instead of 5 seconds.


Geographer Drops

Orange: Added > 40.95%

Fire Ammunition Supply Box: Added > 1.98%

Newbie Inn Voucher: Added > 1.98%

Sunflower: 1.49 > 0.10%

Level 5 Heal Scroll: 5% > 9.61%

Fancy Flower: 2.5% > 0.10%



Rachel Field 8 (ra_fild08)

Rafild08.jpg

Pretty basic changes here, more cute rocks, no more drosera trolls, and better drops over all. This is mostly as an addition to the new Rock Ridge bounty quests for paradise newbies. Mages will be encouraged to come here first instead of necessarily going Byalan to provide different options.

Spawn Changes

Drosera: 20 > 0

Stapo: 100 > 200

Stapo Stats

Move Speed: Slowed down by 67%

Element: Earth 2 > Earth 3

HP: 666 > 1066

Base EXP: 996 (1.5) > 1599 (1.5)

Job EXP: 663 (1.0) > 1,065 (1.0)

INT: 11 > 1

Stapo Drops

Large Jellopy: 4.90% > 67.23%

Orange: Added > 40.95%

Emerald: Added > 4.90%

Rough Elunium: Added > 4.90%

Box of Drowsiness: Added > 1.49%

Honey Herbal Tea: Added > 1%

Newbie Blue Gemstone: Added > 9.61%

Wizard Hat: Added > 0.15%

Jellopy: Removed

Jubilee: Removed

Apple: Removed

Green Live: Removed

Seismic Fist: Removed


Prontera Field 10 (prt_fild10)

Prtfild10.jpg

Another simple change, next step along the path as an option for mage leveling. With your classic firewall + bolt combo here you'll be able to take care of these pesky boars easily. Adding in some more Savages but making sure not to add too many as the need for fire wall necessitates room to position. But we don't want players to struggle too hard to finding the boars.

Spawn Changes

Savage: 70 > 100


Savage Stats

HP: 2,092 > 6,092

Defense: 10 > 25

Move Speed: Slowed down by about 40%

Base EXP: 1,563 (0.75) > 6,702 (1.1)

Job EXP: 744 (0.35) > 6,093 (1.0)


Savage Stats

Grape: 14.13% > 40.95%

Royal Jelly: 0.10% > 3.94%

Rough Elunium: 3.45% > 4.90%

Blue Herb: Added at 10.53%

Mage Hat: Added at 0.15%

New Blue Gemstone: Added at 14.13%



Orc Dungeon F1 (orcsdun01)

Smaller adjustments here. This is meant to be the mage option for 50-60 range since mages can't really do Dragon's Nest and let's be real...Geographers are not fun in the slightest. Letting mages get in the mobbing fun by embracing a classic leveling location adjusted to be on par when mobbed with other maps in its range. Drops and EXP appear lower on paper, but when you factor in how easy it is to mob in orcs dungeon this will more than make up for it. they are still quite slow and you will still easily be able to kite just without those pesky bats in your face now. I wanted to make the map entirely about positioning and kiting with fireball leveling here, but in order to justify buffing the mobs they had to be strengthed up a little bit so they hit about 50% harder and theyre higher level to compensate. It might not be enough but overall should be a chill mobbing map so that when mages finish their first job leveling experience, they will have got their feet wet with fire wall + bolting and mobbing so they will have an idea of whether they want to become a wizard or professor. As for a class like Ninja, we suspect it will be much the same only with their aoe skills instead.

Orcsdungeon1.jpg


Spawn Changes

Steel Chonchon: 10 > 0

Familiar: 15 > 0

Drainliar: 5 > 0

Orc Skeleton: 10 > 0

Orc Zombie: Respawns all reduced to 10 seconds instead of various respawns.


Orc Zombie Stats

HP: 1568 > 1803

Defense: 5 > 20

Base EXP: 588(0.37) > 1,623 (0.90)

Job EXP: 360 (0.23) > 1,299 (0.72)

Attack Range: 151-184 > 251-284

Base Level: 24 > 54 (this increases hit and flee requirements by 30)


Orc Zombie Drops

Stick Mucus > Removed

Orc Claw: 98.15% > 100%

Orange: Added > 7.28%

Can of Anchovies: Added > 7.28%

Rough Oridecon: Added > 1%

Rough Elunium: Added > 1%

1carat Diamond: Added > 0.6%

Morroc Fruit Wine: Added > 1.24%



Byalan Dungeon F2 (iz_dun01)

Byalanf1.jpg

Goal of map is to give a good location to level right out of the gate upon becoming first job similar to Lasagna Fields but with a bit less wasted EXP since the HP pools are a bit smaller here. EXP ratios are actually better since the mobs hit slightly harder, and have a bit more resistances in some ways. We've upped their resistances on some mobs in some ways to make sure its not literally 0, but thats just to justify the higher ratios than Lasagna Fields.


Vadon Stats

Magic Defense: 0 > 9

EXP: 405 (0.4) > 1,017 (1.0)

Job EXP: 255 (0.25) > 864 (0.85)


Vadon Drops

Rough Elunium: 1.98% > 4.90%

Garlet: Removed

Crystal Mirror: Added > 3.94%

Elemental Converter(Water): Added > 1%

Solid Shell: 4.90% > 83.19%

Blue Gemstone: Removed

Newbie Blue Gemstone: Added > 9.61%

Crystal Blue: Removed



Cornutus Stats

Magic Defense: 0 > 7

EXP: 720 (0.44) > 2,187 (1.35)

Job EXP: 447 (0.27) > 1,539 (0.95)


Cornutus Drops

Blue Gemstone: Removed

Newbie Blue Gemstone: Added > 9.61%

Crystal Blue: Removed

Elemental Converter(Water): Added > 1%

Solid Shell: 40.95% > 83.19%

Scell: Removed

Conch: 98.15% > 100%

Rough Elunium: 2.62% > 4.90%



Kukre

HP: 507 > 707

EXP: 134 (0.26) > 531 (0.75)

Job EXP: 84 (0.16) > 495 (0.7)


Kukre Drops

Worm Peeling: 98.15% > 100%

Garlet: 18.46% > 83.19%

Crystal Blue: Removed

Elemental Converter(Water) Added > 0.50%

Red Herb: Removed

Insect Feeler: Removed

Monster's Feed: Removed

Can of Anchovies: Added > 22.62%

Newbie Blue Gemstone: Added > 3.45%



Marina Stats

Defense: 0 > 9

Magic Defense : 5 > 15

EXP: 654 (0.3) > 2,298 (1.1)

Job EXP: 420 (0.2) > 1,776 (0.86)


Marina Drops

Blue Gemstone: Removed

Newbie Blue Gemstone: Added > 10.53%

Crystal Blue: Removed

Elemental Converter(Water): Added > 1.24%

Mystic Frozen: Removed

Single Cell: Removed

Sticky Mucus: Removed

Crystal Mirror: Added > 4.42%

Tentacle: Added > 100%

Orange: Added > 50.16%

Rough Elunium: Added > 5.86%



SPAWN CHANGES

1.) Planktons: 10 > 0

2.) Kukre: 50 > 30

3.) Marina: 15 > 50

4.) Hydra: 30 > 0

5.) Vadon: 60 > 90

6.) Cornutus: 15 > 20 (now all instant respawn)




Byalan Dungeon F3 (iz_dun02)

Byalanf2.jpg

This should be your next natural stepping stone after choosing to level at Byalan Dungeon F2. We want it to be a viable option to simply progress through the dungeon along the way.

These mobs are noticeably a bit stronger than your Eggrings and Leaf Lunatics of the world so we gave them appropriate EXP given the new overhaul.

We also added in a ton of goodies for newbies since this is around the level range we want the drops to start feeling good. We also took the opportunity to make Marse a good place to farm grapes for those who so wish as established players and take advantage of our Galapago pet.

This floor could be used up until job 50, but we're anticipating players to go to the next step of their journey before then and transition to their next leveling spot.



Obeaune Stats


Defense: 0 > 15

Magic Defense: 40 > 25

DEX: 74 > 23

VIT: 31 > 1

Attack Range: 141-165 > 111-135

EXP: 1,932 (0.49) > 5,139 (1.3)

Job EXP: 1,221 (0.31) > 3954 (1.0)



Obeaune Drops


Aquamarine: Removed

Rough Oridecon: Added > 9.61%

Free Ticket For Kafra Transportation: Added at 11.89%

Fin: 12.5% > 100%

Witherless Rose: 1.5% > 1.98%

Mystic Frozen: Removed

Can of Anchovies: Added > 40.95%



Marse Stats


Defense: 0 > 15

Magic Defense: 5 > 12

Attack Range: 211-252 > 120-145

DEX: 52 > 25

VIT: 25 > 1

EXP: 1,758 (0.35) > 6,042 (1.2)

Job EXP: 1,110 (0.22) > 5,034 (1.0)



Marse Drops


Grape: 14.13% > 40.95%

Blue Gemstone: Removed

Newbie Blue Gemstone: Added > 14.13%

Aquamarine: Removed

Mystic Frozen: Removed

Can of Anchovies: Added > 40.95%

Elemental Converter(Water): Added > 1.98%

Sapphire: Added > 4.90%



SPAWN CHANGES

1.) Merman: 1 > 0

2.) Marse: 40 > 70

3.) Obeaune: 40 > 60

4.) Hydra: 40 > 0



Byalan Dungeon F4 (iz_dun03)

Izdun03.jpg

Mostly an exp and stat overhaul to make this map more doable for melee classes at the intended level range of 50-65. This map should be slightly more rewarding than the other maps since its intended to be done as a small group potentially due to us leaving in the density of the map. With all the new acolyte tools like Kyrie, Ressurrection, and Angelus, we suspect that Swordsman should be able to mob/tank small groups of mobs here potentially or at least a couple while the acolyte keeps them alive. We also suspect with status recovery being available as an acolyte that things like the stun attack will be less oppressive since you'll have an answer to those things now. Drops as with all the other maps are adjusted accordingly and this should fall in line. It is still soloable, so fret not if you do not want to opt in to the small party system we are implementing this patch. It's just we feel this is the map best pushed for small parties.


Marc Stats


Level: 36 > 56

HP: 6,900 > 9,900

Base EXP: 2,964 (0.42) > 12,375 (1.25)

Job EXP: 1,875 (0.27) > 8,910 (0.9)

DEF: 5 > 20

MDEF: 10 > 15

AGI: 36 > 10

DEX: 56 > 26


Marc Drops


Gill: 99.9% > 100%

Fin: 40.95% > 83.19%

White Herb: 30.43% > 40.95%

Can of Anchovies: Added > 40.95%

Blue Gemstone: 9.61% > 11.89%

Rough Oridecon: 4.66% > 7.28%

Aquamarine: 0.50% > 1.74%

Mystic Frozen: 0.9% > 1%


Phen Stats


Level: 26 > 56

HP: 3,347 > 9,347

Base EXP: 1,071 () > 12,150 (1.3)

Job EXP : 678 () > 9,348 (1.0)

Attack Range: 138-150 > 168-180

Defense: 0 > 18

AGI: 26 > 16

DEX: 88 > 28

LUK: 75 > 25


Phen Drops

Fish Tail: 98.15% > 100%

Fin: 22.62% > 83.19%

Can of Anchovies: Added > 40.95%

Orange: Added > 40.95%

Rough Oridecon: 4.66% > 7.28%

Aquamarine: 0.25% > 1.74%

Newbie Inn Voucher: Added > 1.49%

Meat: Removed

Sharp Scale: Removed


Swordfish Stats(1069)


Level: 30 > 50

HP: 4,299 > 9,299

Base EXP: 3,753 (0.87) > 12,090 (1.3)

Job EXP: 1,914 (0.44) > 9,300 (1.0)

Defense: 5 > 15

AGI: 30 > 18

INT: 41 > 31

DEX: 62 > 32


Swordfish Drops (1069)


Gill: 26.61% > 83.19%

Can Of Anchovies: Added > 40.96%

Grape: Added > 40.96%

Rough Oridecon: Removed

Rough Elunium: 2.48% > 7.28%

Mystic Frozen: 0.5% > 1%

Unicorn Horn: 0.10% > 0.15% (adjusted, see below)


Hydra Stats

AI Type: Aggressive > Passive


Lasagna Field 1 (lasa_fild01)

Lasafields.jpg


Not much to say here, also improving the drops to match other leveling locations.



Eggring Stats

EXP: 6,063 (1.1) > 4,850 (0.875)

Job EXP: 3,858 (0.7) > 3,086 (0.556)



Eggring Drops


Jellopy: Removed

Stem: Removed

Sticky Mucus: Removed

Phracon: Removed

Fly Wing: Removed

Old Frying Pan: Added > 100%

Blue Herb: 4.42% > 9.61%

Orange: Added > 34.09%

Lemon_Dyestuffs: Added > 3.45%

Rough Elunium: Added > 4.42%

Elemental Converter(Wind): Added > 1%

Newbie Inn Voucher: Added > 1.49%




Leaf Lunatic

EXP: 2,916 (1.1) > 2,332 (0.9)

Job EXP: 2,313 (0.9) > 1,850 (0.72)



Leaf Lunatic Drops


Jellopy: Removed

Clover: Removed

Poison Spore: Removed

Empty Bottle: Removed

Fly Wing: Removed

Phracon: Removed

Aloe Leaflet: Added > 100%

Orange: Added > 26.61%

Blue Herb: Added > 8.68%

Rough Oridecon: Added > 3.45%

Darkgreen Dyestuffs: Added > 2.48%

Newbie Inn Voucher: Added > 1.49%

Four Leaf Clover: Added > 0.25%




Sweet Drops Stats

EXP: 2,190 (0.54) > 1,752 (0.44)

Job EXP: 5,304 (1.33) > 4,243 (1.06)



Sweet Drops...Drops


White Chocolate: 4.90% > 100%

Gift Box: 0.25% > 2.96%

Chocolate Strawberry: 4.90% > 18.46%

Fierce Cacao: 4.90% > 34.09%

Rough Oridecon: Added > 3.94%

Elemental Converter(Fire): Added > 1%



Hunter Wolf Stats

EXP: 2,442 (0.55) > 1,953 (0.44)

Job EXP: 5,901 (1.32) > 4,720 (1.06)



Hunter Wolf Drops


Emveretarcon: Removed

Animal Skin: Removed

Fly Wing: Removed

Orange: 22.62% > 26.61%

Rough Elunium: 1.49% > 3.94%

White Herb: Added > 14.13%

Well-Dried Bone: Added > 2.48%

Zargon: Added > 100%


Dragon's Nest F1 (lasa_dun01)

Dragonsnest.jpg

Besides nerfing the EXP were buffing the drops of these locations to be more newbie friendly/oriented so you aren't forced to go to one location but will still benefit loot wise. We want the main determiner of choice to be EXP not loot. Giving a little bit of raw zeny, some desireable drops albeit in a lower amount than other locations, and making sure anchovies are a plenty since sustain is one of the biggest problems for early game players.



Scout Basilisk Stats

EXP: 10,497 (1.1) > 8,397 (0.87)

Job EXP: 8,586 (0.9) > 6,868 (0.72)



Scout Basilisk Drops


Rough Oridecon: 1% > 4.90%

Rough Elunium: 1.74% > 4.90%

Dragon Canine: 65.13 > 100%

Can of Anchovies: Added > 40.95%

Elemental Converter(Water): Added > 1.98%

1carat Diamond: Added > 4.42



Trans Spore Stats

EXP: 10,245 (1.1) > 8,708 (0.93)

Job EXP: 8,379 (0.9) > 7,122 (0.76)



Trans Spore Drops


Spore Doll: 0.5% > 7.28%

Cluster of Poison Spores: Added > 20%

Blue Herb: Added > 22.62%

Rough Elunium: Added > 5.14%

Rough Oridecoon: Added > 5.14%

Can of Anchovies: Added > 40.95%

Elemental Converter(Water): Added > 2.23%

Soft Blade of Grass: Added > 100%

Poison Spore x 3: Removed

Emveretarcon: Removed

Red Herb: Removed

Fly Wing: Removed

Other Map Adjustments

1.) Sropho (iz_dun05) no longer casts defender.

2.) Pot Dofle (iz_dun05) magic defense reduced from 90 > 55.

Night Watch Adjustments

Doing some work to bring Desperado's extreme edge cases (those with Bragi active) down and bring its other cases up so you have more reason to use other guns and to make weapon swapping feel more viable.

1.) Night Watch's Hasty Fire in the Hole Ratio Increased from 175-875% ATK > 200-1000% ATK

2.) Night Watch's Basic Grenade Ratio increased from 160-300% ATK > 180-400% ATK

3.) Gunslinger's Desperado now deals 65% less damage while under the effects of Poem of Bragi. This reduction is removed if you are under the effects of full stack intensive aim (the active, not the passive) for Desperado specifically.

4.) Gunslinger's Desperado no longer hits over non-snipeable walls. (this is technically not a bug, but we saw it as unhealthy given how reliable Desperado is now)

5.) Gunslinger's Spread Shot ATK ratio reduced from 100% + 25% per rank (350% at max rank) to 100% + 10% per rank (200% at max rank).

6.) Gunslinger's Spread Shot ATK now has a critical chance ratio that increases the entire damage of the skill by 0.5% per point in critical chance. This is capped at 100 critical strike chance.

   -Numbers are funky and formula is weird, but in game this is pretty sizeable buff to the skill. It ends up competitive with a skill like sharpshoot and in some cases can probably surpass it if super optimized.

7.) Gunslinger's Spread Shot now has a 2 second after cast delay. (this is not a cooldown, it is reduced by Poem of Bragi and ACD gears.)

Intensive Aim

Intensive Aim isn't being used much outside of stacking it up for the damage buff and then sitting on it. Which really goes against the intended design. While a few people did try out the weapon swapping mechanic and found it fun, the general feedback was despite it feeling mechanically fun, it simply wasn't worth it to swap weapons, let alone all 5.

With that knowledge in hand and time to think about it, we're going to be going really heavy handed with some buffs to Intensive Aim, both generally swapping, some individual buff mechanics for mastery consumption, and of course the full stack effects themselves. We really want the full stack effects to feel like you're going super saiyan and unleashing your full potential.

We also want swapping to not have to necessarily happen quite as quickly as it is now. By extending the duration of the weapon swap buff global buffs, we'll properly allow people to breathe between swaps instead of feeling like they are purely swapping for the sake of it. We hope this change will lean more into the combo planning that was in the original design.

1.) Damage increase when consuming a mastery increased from 25% > 50%

2.) Damage and ACD buffs when consuming a mastery now last for 2 casts instead of only on the skill that consumes the mastery. NOTE: This does not apply to the individual effects for the masteries, only the global effects.

3.) Tracking's AOE when used with Shotgun mastery is increased to 5x5 up from 3x3. (splash of 2 cells instead of 1)

4.) Spread Shot now counts for a stack of intensive aim when consuming a mastery. (no effects are added to it however.)

5.) Hasty Fire's full stack intensive aim buff now lasts 8 seconds instead of 5.

6.) Mission Bombard's full stack intensive aim cast now gains 80% cooldown reduction on the skill instead of 50%

7.) Mass Spiral's full stack intensive aim cast's defense reduction on the target lasts 6 seconds instead of 3 and now also applies in a 7x7 AOE around the target. (the damage is not AOE, only the defense reduction)

8.) Tracking's full stack intensive aim cast onw deals triple damage to normal monsters instead of double to normal monsters. (it already deals triple damage to boss/mvp types)

9.) Tracking's full stack intensive aim cast now gains 90% damage reduction during the cast up from 75%. The cast is also now uninterruptible.

10.) Rapid Fire's full stack intensive aim buff now lasts 8 seconds instead of 5.

11.) Gatling Berserk's full stack intensive aim buff now grants an additional 10% Attack Speed on top of the normal 10% attack speed it already gives.

12.) Desperado's full stack Intensive Aim buff now reduces the SP cost by 80% instead of 50%

13.) Desperado's full stack intensive aim buff now also applies Assumptio while the buff is active. NOTE: this does not override existing assumptio or stack with it in any way.

14.) Rapid Shower's full stack intensive aim buff now grants 90% after cast delay and also reduces the SP cost by 80% for 8 seconds.

15.) Full Buster's full stack intensive aim buff now deals 3x3 area of effect in addition to its current effects.

16.) Full Buster's full stack intensive aim buff duration increased from 5 to 8 seconds and its SP cost reduction is increased from 50% > 80%.

17.) Rapid Fire now does 5x5 splash around its target instead of 3x3 when cast with Grenade Launcher mastery.

18.) Rapid Shower now slows the enemy by 90% for 5 seconds upon hitting with them Grenade Launcher mastery. (up from 75% for 2 seconds)

19.) Full Buster now has a 100% chance to stun enemies instead of 50% when cast with Grenade Launcher mastery.

20.) Rapid Shower now pierces 50% of defense when cast with Rifle mastery instead of 25%.

21.) Full Buster now pierces 50% of defense when cast with Rifle mastery instead of 25%.

22.) Rapid Shower knocks back the enemy 6 cells when cast with Shotgun mastery instead of 3.

23.) Tracking's fixed cast time is reduced by 50% instead of 25% when cast with Revolver mastery.

Changes in Image Format

BEFORE

Nwa41.png

AFTER

Nwa42.png

General Adjustments

1.) Kyrie Eleison effects no longer interrupt movement. (similar to what we did with effects like Gloria)

2.) Repentance weapon now proc for Adrenaline Rush increased from 1.5% > 4.5% (still requires combo with Odin's Blessing)

3.) Most Niflheim Dungeon F1 Mobs no longer cast their AOE on chase. Nif F2 mobs that got AOEs added on chase during the A3 update have had their aoes on chase removed.

4.) Priest Spirit and Blacksmith Spirit skills now state that they do literally nothing.

5.) Continental Messenger's no longer automatically talk to you when you walk within 3 cells of them. Their quest remains otherwise unchanged.

6.) Each paradise gear piece now grant 4 soft defense each.

7.) The Test Dummies in Prontera can now properly check if a monster is MVP flagged for purposes of MVP specific bonuses. (like the new Judex skill)

8.) OGH Abbey's Little Demons now have an attack range of 4 allowing them to be further back from their master mob. This should make them easier to click on.

9.) Paradise Quest Line updated to include a few extra steps and give some new items that will make starting out easier.

10.) Wand[0] updated to give the Mage player Level 3 Firebolt, Coldbolt, and Lightning Bolt. This item is also given to you automatically upon becoming a Mage now. Sell price reduced to 1.

11.) Ancient Mummies in Isis/Osiris map in Pyramids removed.

12.) Turtle Dungeon, Amatsu, Ayothaya, Gonyrun, Louyang, Lasagna, Brasilis, Moscovia, and Sunken Ship all normalized to have a 100 zeny fee in Alberta.

13.) Mistress MVP Instance no longer requires Fancy Flower.

13.) Corrupt Cruiser Card's auto cast of gloria proc chance changed from 1% chance for level 1 > 3.5% chance for level 3.

14.) Skull Ring[0] now grants 1% undead race damage reduction just like the slotted version, and it also grants 10% increased heal damage to undead monsters.

15.) Skull Ring[1] now also grants 10% increased heal damage to undead monsters.

16.) Waste Stove's Iron and Iron Ore drops increased to 100%

17.) Safety Helmet[0] now grants 1 VIT, 200 HP, and 5% increased healing received. Can be enchanted at Rock Ridge.

18.) Gas Mask now grants 100% Poison Resist instead of 30%.

19.) Unicorn Horn now grants 50 SP, 3% SP cost reduction, 5 hit, 5% damage reduction to fish monsters, and can be enchanted at Rock Ridge.

20.) Individual Loot added to all the newly adjusted maps at a cap of 6 per party. All other maps that were previously capped at 4, have now been increased to 6 for their caps as well.

21.) OGH Cas 1 party requirement for double coag drops reduced from 7 > 6.

22.) Warden Kades no longer dispells on chase.

23.) Nif F1 Mob's Rough Shadowdecon/Rough Zelunium drops increased to 100% drop rate.

24.) Lovely Feeling (Mid) can now be exchanged for Lovely Feeling (Lower) for free in the main office with Airi in the slot position exchange section.

Bug Fixes

1.) Safety Whip properly reduces 100% of Severe Rainstorm's Cast Time when the weapon is +7.

2.) AP is no longer removed upon changing maps.

3.) Fixed an issue related to MVP respawn timers.

4.) Slotted Monocle's item combo with memory book and pocket watch now properly functions.

5.) King Schmidt's NPC pressure will no longer target random people outside of its primary target.

6.) FAR, Windwalk, and Platinum Altar now persist through logging out.

7.) Storages now work properly within WOE SE Castles.

8.) Night Watch's Job EXP bar now properly shows up.

9.) OCA/MCA pools updated to include Magma 3 and Einbech 3 cards.

10.) Card Captor Sakura updated to include Einbech Mines 3 cards.

11.) King Schmidt's spells no longer hit his summons.

12.) King Schmidt no longer erroneously double casts his spells sometimes.

13.) King Schmidt's Floral Flare Road cast now has a proper ground indicator when its being cast.

14.) Fixed some bugs with Infinite Concentration, Infinite Awakening, and Infinite Berserk potions to where they properly mimic their non infinite equivalents.

15.) Dynite properly weights 0.

16.) Random Options or Enchants that set an element on a weapon (like crimson weapons) no longer override ammo anymore unless the ammo is considered neutral.

17.) Time Keeper set from Nightmare Clock Tower now properly requires Level 50 as its description states.

18.) Reverberation can now properly only be used with Whips/Musical Instruments.