Bản cập nhật 11/7/2007, rất thú vị đó ^__^. Từ giờ việc lên lv sẽ dễ dàng hơn rất nhiều, và job lvl max giờ là 50, cùng nhiều tính năng mới khác.
* Max Growth Level Change *
- Through expansion of maximum growth level, you can further grow your character, making them more powerful.
- Job LV max LV is now 50, from previous 20. Existing character's Job LV and Job XP remains the same.
- Weapon LV max LV is now 30, from previous 25. Existing character's Weapon LV and Weapon XP remains the same.
* Skill-related Changes *
- All skills that can acquire EXP will be set to EXP 100%. IE) Dagger Mastery LV 3, EXP 30% -> Short Sword Mastery LV 3, EXP 100%.
- Some skills had their names changed. IE) Dagger Mastery -> Short Sword Mastery.
- Increased max levels for each skills.
- To make each classes have unique capacity, all ability's speciality effect has been disabled except for few certain skills and weapon-related mastery skills. This is only temporary, and with future patch, we will add additional skills with speciality effect, or give a speciality effect to existing skill.
- Skill effect has been changed. IE) Short Sword Mastery: Melee weapon HIT rate, ATK up -> Melee weapon HIT rate up.
- Here are full list of changes to skills done through this patch
-- Novice --
* Short Sword Mastery
Former Name: Dagger Mastery
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Available
Effect: Increases your melee physical HIT rate when attacking with a Short Sword.
* Bare-Handed Mastery
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Available
Effect: Increases your melee physical HIT rate and damage when attacking without a weapon.
* Alertness
Former Name: Tension
Skill Acquired At LV 1
Maximum Skill LV At LV 10
Speciality Available
Effect: Increases natural LP loss speed.
* Hearthy Spirit
Skill Acquired At LV 5
Maximum Skill LV At LV 5
Speciality Not Available
Effect: Natural recovery rate of HP and SP is increased.
* True Strike (lit. Enemy Sighted Strike)
Skill Acquired At LV 1
Maximum Skill LV At LV 20
Speciality Available
Effect: Attack the target with high damage and HIT rate.
* Trainee's Final Strike
Skill Acquired At LV 10
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Attacks the target with bonus damage depending on your LP loss.
* Martial Arts of the Wanderer (lit. No-life, no-job, good-for-nothing's martial arts)
New skill
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: When attacking with a Short Sword, increases melee physical HIT rate.
-- Swordsman --
* Long Sword Mastery
Former Name: Big Sword Mastery
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Available
Effect: Increases physical melee max damage.
* Body of the Warrior
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases DEF.
* Blood of the Wild
Skill Acquired At LV 1
Maximum Skill LV At LV 6
Speciality Not Available
Effect: Recovers more than the basic amount when recovering HP via means of potions or using HP recover skills.
* Endurance of Pain
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases resistance to status ailment effects.
* External Wound Attack
Former Name: Inner Wound Attack
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Attacks the target strongly, causing damage and creates status ailment effect, "Wound", which causes reduction in all HP recovery methods.
* Charge
Skill Acquired At LV 5
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Attacks an enemy situated at range by charging at them. If there is a movement speed reduction or impairment effect on you, it will be removed upon use of this skill.
* Swordmanship of the Warrior
New Skill
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Avaialble
Effect: Increases melee physical max damage and min damage.
-- Recruit --
* Dampf Flinte Mastery
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Available
Effect: When using Dampf Flinte-related weapons, it increases your ranged / melee physical max damage.
* Shooting Method Training
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: When using Dampf Flinte-type weapon, it increases your physical melee damage and HIT rate.
* Strong Mind
Skill Acquired At LV 5
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases your resistance vs. status ailments.
* Shooting Mark
Skill Acquired At LV 5
Maximum Skill LV At LV 5
Speciality Not Available
Effect: Marks the target, and decreases its dodge rate.
* Aimed Shot
Skill Acquired At LV 10
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Attacks the target, and has a chance to immobilize the target.
* Attraction
Skill Acquired At LV 1
Maximum Skill LV At LV 10
Speciality Not Available
Effect: Calls the target to where you are.
* Shooting Training
New Skill
Skill Acquired At LV 1
Maximum Skill LV At Lv 11
Speciality Not Available
Effect: Increases physical ranged max and min damage.
-- Thief --
* Shadow Sword
Former Name: Sharp Attack
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases your CRIT rate.
* Critical Attack
Former Name: Expose Weakness
Skill Acquired At LV 1
Maximum Skill LV At LV 10
Speciality Not Available
Effect: When you deal a critical damage, your CRIT rate will go up.
* Sharpened Attack
Former Name: Fatal Incur
Skill Acquired At LV 10
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases your CRIT rate, melee physical damage, and melee HIT rate.
* Dash
Skill Acquired At LV 5
Maximum Skill LV At LV 10
Speciality Not Available
Effect: For short time, increases your movement speed and nullified any movement impairment or immobilization abilities.
* Apply Poison
New Skill (Formerly Clown's ability)
Skill Acquired At LV 1
Maximum Skill LV At LV 6
Speciality Available
Effect: Increases your damage, and small chance to cause "Poisoned" status ailment to target when attacking with a poison active on your weapon.
-- Enchanter --
* Swordstick Mastery
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Available
Effect: Increases your melee physical HIT rate and magic HIT rate.
* Brain Training
Skill Acquired At LV 1
Maximum Skill LV At Lv 11
Speciality Not Available
Effect: Increases your Max SP and magic damage.
* Reinforced Mind
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases amount of SP recovered through effects like drinking an SP potion or SP recovery skill.
* Memorize
Former Skill Name: (literally) Memorize. Difference is none for English speakers, but there is for Korean speakers.
Skill Acquired At LV 5
Maximum Skill LV At LV 10
Speciality Not Available
Effect: Reduces your casting time.
* Instant Healing
Former Skill Name: Heal
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Heals the target or self for some amount instantly.
* Fire Ball
Former Skill Name: (literally) Fire Bolt. Difference is none for English speakers, but there is for Korean speakers.
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Deals high fire-elemental damage, and causes "Burned" status ailment that reduces HP recovery rate.
* Ice Arrow
Former Skill Name: (literally) Ice Arrow. Difference is none for English speakers, but there is for Korean speakers.
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Deals high ice-elemental damage, and has chance to cause "Frostbitten" status ailment that reduces movement speed.
* Lightning bolt
Former Skill Name: (literally) Lightning Bolt. Difference is none for English speakers, but there is for Korean speakers.
Skill Acquired At LV 5
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Deals lightning-elemental damage, slows down the enemy's attack and move speed, and has small chance to inflict "Electrified" status ailment that causes them to be stunned.
-- Clown --
* Swordsmanship of the Dancers
Former Skill Name: Fortunate
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases your melee physical damage and HIT rate.
* Fancy Footwork (lit. Happy Movement)
Former Skill Name: Dance Dance Step
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Increases all your dodge rate.
* Wine of Recovery
Former Skill Name: Remedy
Skill Acquired At LV 1
Maximum Skill LV At LV 11
Speciality Not Available
Effect: Puts a HoT (Heal over time) effect on yourself or on the ally.
* Fresh Air
Skill Acquired At LV 1
Maximum Skill LV At LV 5
Speciality Not Available
Effect: Increases your maximum breathing bar, as well as when you reach certain level, you no longer suffer from breathing being reduced.
* Apply Poison
Became a Thief's ability. It is removed from Clown move repertoire.
* Multiple Attack
New Skill
Skill Acquired At LV 10
Maximum Skill LV At LV 10
Speciality Not Available
Effect: Attacks multiple times depending on your loss of LP.
* EXP Table Change *
- To ensure proper balance between classes, Character LV and Job LV EXP requirement has been changed. It should be noted that Character LV and Job LV now requires same amount of EXP number in order to level.
- Made sure that monsters now provide same amount of Character XP and Job XP.
-To reduce gap between weapon EXP gain due to job change, we have changed all monsters (except special monsters such as specifically named monsters) to give only 1 Weapon XP. Those special monsters may give more than 1 Weapon XP.
- While the absolute number for EXP acquire rate has been reduced, the EXP required for leveling up has also been reduced. Therefore, leveling requirement time has not changed much at all compared to the past.
- Here is the example EXP table, and only shows up to LV 10.
Past >>> Present
LV - CXP - JXP - WXP >>> LV - CXP - JXP - WXP
1 - 0 - 0 - 0 >>> 0 - 0 - 0
2 - 560 - 267 - 181 >>> 120 - 120 - 40
3 - 2001 - 953 - 645 >>> 252 - 252 - 53
4 - 4131 - 1967 - 1333 >>> 470 - 470 - 71
5 - 7255 - 3455 - 2340 >>> 823 - 823 - 95
6 - 11794 - 5615 - 3804 >>> 1382 - 1382 - 126
7 - 19071 - 9082 - 6152 >>> 2258 - 2258 - 253
8 - 29896 - 14236 - 9644 >>> 3614 - 3614 - 337
9 - 45801 - 21810 - 14775 >>> 5692 - 5692 - 449
10 - 68914 - 32816 - 22230 >>> 8854 - 8854 - 559
* Defense Calculation Change *
- Increased the effectiveness of DEF, causing you to see its results.
- The physical DEF is now affected by your "Job-Based Basic Rate" and STR. Every time your Job LV increases, your physical DEF increases. Also, having higher STR allows you to have extra physical DEF.
- Every time your Job LV increases, your magical DEF increases, and your INT will also provide you with extra magical DEF.
- To balance defense rate, it will now calculate down to thousandths instead of hundredths.
- Changed physical melee block rate and blocking amount. The shields now only have "physical melee block rate" and the block amount is an addition to basic 50%. You can use items to increase this amount.
* Status Changes *
- For new balance changes, status points have been reset, and all items will be placed back in the Inventory. Because of this, please ensure you have plenty of space left in your Inventory.
- Status has been changed to increase the following:
* STR: Melee Physical Max Damage, Melee Physical Defense
* DEX: Melee Physical CRIT Chance, Melee Physical Dodge
* INT: Ranged Physical HIT Chance, Magic Max Damage, Magic Defense
* CON: Melee Physical HIT Chance, Ranged Max Damage, Ranged Physical CRIT Chance
* LUC: Melee Physical Dodge, Ranged Physical Dodge, Magic Dodge
- Melee/Ranged Physical dodge rate has been changed; now DEX and LUC will weigh in at equal rate when calculating the overall dodge rate.
* Other Changes *
- After the maintenance, there will be a reimbursement item in-game. For more information, we will announce it through later patches.
- New rare rebalanced-defensive items will be sold in the armor shop from July 11th to August 10th.
- Increased amount you get when you sell rare armors to the shop.
- Increased amount of EXP you get from quests.
- If you cancel a sent mail, it will now immediately return instead of having to wait.
- Quest reward items have had their stats changed to balance them. However, existing items you already have will remain as they are.
- Decreased amount of money you acquire from trash items from the monsters. In later patch, those trash items will be used as a reagent for creating an item, or use them relating to Livelihood skills.
- To prevent unwanted battles from happening, all monster's aggro range has been reduced by half.
- To prevent multiple monster battles one after another, all aggresive monsters had their respawn time increased.
- Fixed shops sometimes selling more than one copy of same skill book.
- To make leveling easier for new characters, all characters below LV 5 will have increased HP and SP regeneration rate.
- Lying down or sitting will cause much higher amount of HP to be recovered.
- SP will now recover correctly per tick.
- Increased amount of breath you recover per one second.