Class Updates
This section covers all job-specific adjustments introduced in Patch v1.3 – The War Ahead.
Mage Class
Grand Arcana cast delay reduction decreased from 20% → 10%.
Energy Coat now also reduces magic damage received.
Sight range increased by +1 (monitored for balance, may be reverted).
Sage
Elemental Endow can now be used on non-party and non-guild members.
Wizard
Meteor Storm now has a 1-second cooldown.
Merchant Class
Cart Revolution
First cast during Pay2Win deals scaling damage based on nearby targets (caps at 20).
Knockback removed when used inside an Instance.
Alchemist
Acid Terror PvP formula reworked with smoother VIT scaling.
Results in lower overall damage for lower VIT targets but keeps effectiveness against high-VIT builds.
PvE calculation remains unchanged.
Acid Terror extra hit DEX requirement reduced from 10 → 9 (still max of 9 hits).
White Herb Buff updated:
Max HP bonus increased from 15% → 20%.
Damage resistance +10% (previously not working).
Blacksmith
Power Maximize:
Grants 4% damage reduction per skill level for 3s.
Additional 4% if using a 2H Axe.
Hammerfall:
Cast range increased 1 → 4.
15% chance to destroy land units in a 3x3 radius.
Moves the Blacksmith to the target during Pay2Win.
Pull increased from 1 → 2 cells during Pay2Win.
Swordsman Classes
Killing Spree
Now triggers when hitting enemies below 30% HP.
Reduced chance to gain stacks when holding more than 3 (killing blows not affected).
Each stack now also increases magic damage by 10%.
Crusader
Charge Attack can now be learned via Platinum Skills NPC.
Grand Cross hit range slightly increased to match the cross visual.
Knight
Counter Stacks:
Maximum stacks increased 7 → 30.
Critical damage per stack reduced 30% → 2% (max 60%).
Defensive bonuses (Damage Reduction, DEF, MDEF) still cap at 7 stacks.
Bowling Bash no longer causes knockback inside an Instance.
Archer Class
Arrow Shower counts as melee if cast within 4 cells.
Arrow Shower knockback removed inside an Instance.
Bard / Dancer
Improve Concentration and Charge Arrow can now be used while performing.
Song/Dance effects remain 10s after leaving AoE (was 20s).
Song/Dance effects are now removed on death.
Hunter
Double Strafe can now proc Blitz Beat (same formula).
Melee Hunters can proc Blitz Beat on multiple targets if they have splash damage modifiers.
Ankle Snare immediately stops movement in WoE/GvG.
Acolyte Class
Ruwach range increased by +1 (monitored for balance, may be reverted).
Holy Light base damage reduced (previously 450% at max -> 250%). Now scales with Heal Power.
Monk
Combo Rush grants 15% damage reduction for 10s (previously mobs only).
Chain Combo and Combo Finish can now critically hit.
Priest
Magnus Exorcimus: target type limitations removed.
Priests standing on Magnus have a 20% chance per instance to gain a Spirit Sphere.
Mace Mastery:
Adds bonus damage scaling with Attack + Magic Attack + Heal Power when a mace is equipped.
Reduces Attack Speed by 10% per skill level.
Each level grants +5% chance to gain Spirit Spheres while attacking with a mace.
Heal on allies with 80% HP or less:
Grants 1 Spirit Sphere.
Activates Healing Momentum for 5s.
Next mace attack deals 3x3 splash damage with bonus scaling from Heal Power and Mace Mastery level.
Mace attacks at 5 spheres trigger Divine Sync for 3s.
Divine Sync: Holy Light and Magnus Exorcimus cast time reduction scales with Mace Mastery.
Lv5 = 25%
Lv7 = 49%
Lv10 = 100%
Thief Class
50% chance to gain a combo point when receiving damage.
Rogue
Gain 1 combo point every 3s while hiding (max 3).
Each point increases movement speed while hiding by 5%.
Reproduce Lv10 now permanently granted via Platinum Skills NPC. (previously required Plagiarism level 10)
Assassin
Poison React
Cooldown set to 40s (was 0).
Grants 2% damage reduction per skill level for 3s.
Additional 2% per skill level (max 40%) if dual wielding daggers/swords or using a katar.
Dual Daggers
Bonus damage vs poisoned targets moved from Corrosion → Venom Dust.
Envenom poison chance always succeeds while Corrosion is active (still applies double poison effect).
Attacking poisoned targets:
Makes poison tick 2x faster.
Applies a 5s slow.
Double Attack chance +2% per level against poisoned targets.
Venom Dust
Standing on Venom Dust increases attack damage by 30% while dual wielding daggers.
Venom Splasher
Cooldown reduced 10s → 6s.
Cast time removed.
Detonation is instant while Corrosion is active.
Explosion now has a chance to poison all enemies hit.
If Corrosion is active, all enemies hit are poisoned.
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