Test patches

The rest of this site prints what the game does now. This is what changed to get there, in the words the change was announced in. Most of what a note says about an item or a skill is already on that item or that skill, and the note adds the day it moved; the rules behind them, and the tables under those rules, are written down nowhere else.

Refuge: Patch 13

· 31 changes

Everything else

Changes8

  • Bargain Hunter's Catalogue now list every vending shop in Alberta at once and filter as you type. The list refreshes every 2 seconds and everyone reads from the same snapshot, so it stays light on the server.

    Bargain Hunter's Catalogue

  • Bosses can see through stealth again, except Orphan's Hiding. Also, if you Hide, and tunnel drive, the boss will be able to spot you.

  • Sporestring Bow: its Envenom now scales with your ATK. Envenom normally ignores your weapon entirely: refine, cards and ATK% do nothing to it, the damage is a flat number off your INT: and this bow turns the normal ATK calculation back on for whoever holds it.

    Sporestring Bow

  • Abracadabra now casts the drawn skill at its real maximum level instead of always level 10 (this fixes some bugs with some skills, like Comet, I hope).

    Abracadabra

  • The Happy Girl's hat shop now sells a Gemini Diadem without a card slot.

  • Hot Trap, Claymore Trap, Cold Trap and Cluster Bomb are now one at a time each. Their cooldowns are all 5 seconds now.

  • Rolling Flames sweeps *faster* at higher levels instead of slower. The wave is also 3 cells wide now.

    Rolling Flames

  • Movement speed now has diminishing returns. The first 20 points of movement bonus count in full, the next 20 count for half, and anything above that for a quarter.

Fixed23

  • Unseen World Armor: the ASPD Limit +1 it promises now actually raises your ASPD cap.

    Unseen World Armor

  • Wyrmscale Kris is an off-hand dagger again (it was showing as two-handed).

    Wyrmscale Kris

  • Agility Manual X, Emperium Ring, Inferno Tome, Celestial Tome, Unleashed Manual, Clock Card (and the Paradox Mantle, Loki Follower, First/Last Einherjar sets): the Increase Agi duration bonus was resetting the buff to 3s. It now adds 1 second on top of the buff and stacks between items.

  • Arcane Flow refreshes its duration when you recast it.

    Arcane Flow

  • Life Strings now lasts the 30 seconds its description promises. The buff was renewing itself every second for as long as your Kimi stayed within 7 cells, so it never expired: the timer on your screen counted past zero into negative numbers and the buff only dropped on a warp or when you recast it.

    Life Strings

  • Phantom Spear no longer buffs itself in the middle of its own hit.

    Phantom Spear

  • Poison Immunity now works correctly on players receiving Envenom and Venom Splasher.

  • Intimidating Glare now works on Merry-Go-Round.

  • Intimidating Glare's description said the damage bonus was 20% (halved on bosses). It has always been a flat 15%, bosses included: the same value Sneak Attack and Bishop's Tax already list. The text was corrected; nothing about the skill changed.

    Intimidating Glare

  • Pharaoh Scepter now casts one Phantom Spear per Dragon Thrust, not one per enemy hit.

    Pharaoh Scepter

  • Face-Off and Rook's Smash no longer leave your character drawn in the wrong place when you have Knockback Immunity.

    Face-Off Rook's Smash

  • Monster and player skills no longer lose their target when you take a couple of steps.

  • Mr Kim no longer traps you when you cancel his shop: you had to swap characters to get out.

  • Kimi's Ward Taunt now pulls normal monsters every time (it only worked on idle ones).

  • Pit Boss and Bouncer no longer lose 8 ASPD for equipping a shield.

  • Ominous Presence Shield no longer keeps you from breaking out of Freeze, Sleep, Stone and Hiding while it absorbs a hit.

  • Tentative of fixing an issue with Joker's Draw and Autocasts, like Envenom from Osiris Card.

  • Illusionist clones draw monster attention again.

  • Illusionist clones no longer spawn stacked on the same tile.

  • Old Dragon Pendant, Deep Blue Pendant and Riding Valkyries Pendant were stacking their skill bonus on top of a skill you had already learned, pushing it past its own maximum level. They now simply enable the skill at the level they list, and do nothing if you already have it at that level or higher.

  • Bar Maids Card compounds into accessories now, not weapons: its description always said Accessory.

    Bar Maids Card

  • Cluster Bomb's description was printing half of itself in blue, and it (with Hot Trap and Cold Trap) still claimed you could set three traps at once (see changes).

    Cluster Bomb

  • The Jester job quest is Orphan-only for the whole chain now. The class check only existed on the first NPC, so anyone who started as an Orphan, changed class elsewhere and came back could still finish it.

Refuge: Patch 12

· 29 changes

Everything else

Changes5

  • Damage over time (Bleeding / Burning / Poison): early and mid-level damage reduced further at earlier levels. Updated formula:

Bleeding: ((ATK * max(STR,LUK))/3) * (L/2) - each 3 seconds
Burning: ((MATK * max(INT,AGI))/3) * (L/2) - each 3 seconds
Poison: (((ATK + MATK)/2) * max(VIT,DEX))/9) * (L/2) - each second

L = (min(BaseLevel, 130) / 130) ^ 4.8

Fixed24

  • Rolling Cutter works while Weapon Blocking is active.

    Rolling Cutter Weapon Blocking

  • Delta Skyfall / Riposte: Duel Counter VIT scaling now works (+1% VIT per counter / per 2 counters).

  • Frenzy (Vagabond/Legend) no longer leaves any debuff when it ends.

  • Morroc's Mark: the skill text was cut off mid-sentence and never showed the duration. Rewritten, and the undocumented SP drain was removed.

    Morroc's Mark

  • Knight Ritual: the buff icon said DEX and AGI. It boosts STR and VIT.

    Knight Ritual

  • Taskmaster's Lash and 31 other items were dropping without random options. Fixed, and every copy already in game that had none received a roll. Lemme know if you guys found out more.

  • Moonlight Flower Card no longer lists Heal bonuses it never granted.

    Moonlight Flower Card

  • Medic Manual and 18 other items (Vanish/Agility/Unleashed Manuals, the three Tomes, Smokie/Obeaune/GodlySeek Card, Rudra Bow, Giant Snake Skin, Spell Flow S, Emperium Ring, Orphan Codex) plus the Tomb Thief, Orphan and Einherjar sets were increasing the SP cost they promised to reduce. They now match their descriptions.

  • Coral Flame Scythe can be refined again.

    Coral Flame Scythe

  • Phantom Spear now refreshes Combo Ready when you already have it.

    Phantom Spear

  • Wyrmscale Kris drops from Nidhogg again.

    Wyrmscale Kris

  • Conviction now deals its full damage on each of its 2 hits, as described (it was splitting one hit's worth of damage across both).

    Conviction

  • Orphanage level-up EXP boost now reaches players who are in the middle of an NPC dialogue when the level goes up.

  • Enchant Poison: description now states that the Poison chance applies to normal attacks only.

    Enchant Poison

  • Monarch Seal: the description now states Lv1 requires 0 Seals and Lv2 requires fewer than 2.

    Monarch Seal

  • Weapon mastery bonuses were not being applied to players at all. This restores +1 ATK per Coin/Duel Counter/Seal, and some passives too.

  • Geirskogul: the Combo Ready damage bonus now applies to every enemy hit, not just the first one.

    Geirskogul

  • Merry-Go-Round now deals its area damage.

    Merry-Go-Round

  • Bullhorn Tunic set (slotted) never activated: the combo asked for the unslotted ring. Fixed, and it now grants HP +10% / SP +10% like the Armor version.

  • Morroc Pyramid B5: removed the stray "refine failed" animation that played on every death.

  • Odin Past: fixed the "Resource File Loading fail" popups (three map effect textures) when entering the map.

  • Shadows: killing a fallen player's Shadow now revives them even when their name contains a space.

  • Bleeding / Burning / Poison: level scaling now tops out at Base Level 130.

  • @battlestats: the cast time section did not match the game. The Variable reduction is now measured by the engine itself, and the Fixed Cast Time in milliseconds is no longer mangled.

Refuge: Patch 11

· 23 changes

Everything else

1

in effect from the server restart. [patcher] = also needs the client update.

Changes7

  • Yellow Novus Card drop: 1% → 10% (it was supposed to be 10%, as this card it is used on Dracomancer quest job)

  • Boss Diver / Boss Chain: required level 50 → 30 (there was an 46/50 bouncer that could equip the weapon)

    Boss Diver Boss Chain

  • Damage over time (Burning, Bleeding, Poison): scales with base level up to 150, and the ticks count as your damage for EXP and drops.

  • Hot Trap: damage 100 + 10×Lv×INT → 100 + 10×Lv×INT×(50+DEX)/150. (to diminish early game power)

    Hot Trap

  • Cold Trap: damage 100 + 10×Lv×DEX → 100 + 10×Lv×DEX×(50+INT)/150. (to diminish early game power)

    Cold Trap

  • Sprint: cooldown 10 s → 5 s. This was meant to ship at launch and never did.

    Sprint

  • Void Dash: 5 → 3 hits, as the description always said. Same case: meant for launch, never shipped.

    Void Dash

Fixed11

  • Pit Boss quest: Metta no longer re-rolls the relic request on every visit.

  • Toy Knife: hidden +70% Double Attack removed. It gives Double Attack Lv7, as described.

    Toy Knife

  • Taskmaster's Lash: fixed random options and equipping issues.

    Taskmaster's Lash

  • Joker's Draw: range 4 → 10 cells (so it doesn't bug when your attack range is bigger).

    Joker's Draw

  • Kimi bug with multiple skills on reset is fixed (I hope).

  • Dispell no longer remove the Amatsu stones buff.

  • @battlestats could crash the server. Fixed (I hope). There are still some description wrong, will fix throughout the next week.

  • Frenzy (Vagabond/Legend): HP/SP regeneration comes back after Frenzy ends. Only the 10-second "exhausted" state remains.

    Frenzy

  • Smashing Uppercut: the VIT bonus is +1% VIT per hit (it was multiplied by the stacks: 25× VIT at 5 stacks, not intended).

    Smashing Uppercut

  • Delta Skyfall / Riposte: the Duel Counter VIT scaling now works (+1% VIT per counter / per 2 counters).

    Delta Skyfall Riposte

  • Increase Agility should not be so stuttering as before (I hope).

Formula for Burning, freeze and poison4

  • Bleeding: ((ATK * max(STR,LUK))/3) * L: each 3 seconds

  • Burning: ((MATK * max(INT,AGI))/3) * L: each 3 seconds

  • Poison: (((ATK + MATK)/2) * max(VIT,DEX))/9) * L: each second

  • L = (BaseLevel / 150) ^ 2.4

Everything before launch

21 August 2026 to 2 September 2026 · 321 changes

New

New17

  • PRM Rate Broker, in va_orpha next to the Item Depot and the Character Setup. You can set EXP and Drop rates, up to 100x. Because of some limitations, the max drop an item will have is 90%, unless it's already bigger than 90%.

  • The Player can now cancel an autoattack by casting a skill. So, if you are attacking with /nc, and cast a spell, it will stop the autoattack and cast the skill.

  • Temporal Auditor, in va_orpha next to the other utility NPCs: sets your Bifrost Mirror quest progress to any stage, for testing.

  • PRM Option Broker, in va_orpha next to the other utility NPCs: pick an equipped item and set its random options line by line, within what that item can legitimately roll. It might be bugged, cause I've built it fast. Lemme know.

  • Nanny (Orphan Caretaker) at the orphanage now calls new arrivals over herself, so nobody misses the intro anymore.

  • For Revenants, there's a purple bar on top of your HP at the center of your character, showing if and how much overheal you have. The HP number should show it too. I'll keep it as it is for some time now. Lemme know if you find anything or need more stuff, but I'm focusing on building the Pit Boss weapons, so you guys can test those too.

Thanks for your time!

  • Pit Boss and Bouncer weapons are in. Check them at the item NPC.

  • Pit Boss weapons have specific rolls for random options (table below):

Chains                            Clubs
    ------------------------------    ------------------------------
1   Max HP +1-3%                      Max HP +1-3%
    Max SP +1-3%                      Max SP +1-3%
    ATK +1-3%                         ATK +1-3%
    VIT +1-3                          VIT +1-3

2   ATK +1-5                          ATK +1-5
    Hit +10-20                        Hit +10-20
    Base ASPD +1-2                    Base ASPD +1-2
    SP Cost Reduction +1-10%          SP Cost Reduction +1-10%
    Critical Rate +1-10               Critical Rate +1-10
    DEX +1-3                          DEX +1-3

3   Short-Range Damage +1-10%         Long-Range Damage +1-10%
    Physical Damage Received -1-3%    Short-Range Damage +1-10%
    Magic Damage Received -1-3%       Critical Attack Damage +1-10%
    Immune to Reflect Damage          After Cast Delay -1-10%

4   Fixed Cast Time -10%              Fixed Cast Time -10%
    Fixed Cast Time -0.200            Fixed Cast Time -0.200
    Attack Splash Range +1            Attack Range +1
    Perfect Hit Rate +10%             Penetration +10
    Drains 7 HP per Hit               Attack Splash Range +1
    Experience Gain +10%              Experience Gain +10%

Lemme know your thoughts.

Thanks for your time!

  • New title and login screen (thanks to Balzi "The Capy" Ere).

  • The old title music is back.

  • New Kimi AI (Illusionist homunculus), built on Shift's and rebuilt around the new trees. Each Kimi now uses the skills it actually has: the Ward guards and swings, the Occult casts and heals, the Agile and the Raging each run their own rotation.

  • The Nidhogg relic has its own art now. It is now called "Gilded Dragon Head", and it is gold.

Lemme know your thoughts.

Thanks for your time!

Balance

Balance25

  • Thousand Arms area increased to radius 3. At radius 2, melee monsters could hit you while you were hitting them with it.

  • Smashing Uppercut now auto-targets the combo target like the rest of the chain: no more clicking the mob to finish your combo.

  • Leech End's HP drain now scales with 1% of the USER's Max HP (taken when the poison lands) instead of the target's: MVPs no longer melt to it. The bottle's description now shows the full formula.

  • Poison, Burning and Bleeding also got their formula changed, to not be based on the mob HP.

  • EXP curve has been slightly changed. Here's the before and after table. Just a tweak to maybe make player try other stuffs to, along side all the exp changes we did on most of level 100- mobs.

Monster vs you       Before    Now
-----------------    ------    ------
+16 and above            1%      1%
+15                    130%    120%
+14                    127%    118%
+13                    124%    116%
+12                    121%    114%
+11                    118%    112%
+10                    115%    110%
+9                     112%    108%
+8                     109%    106%
+7                     106%    104%
+6                     103%    102%

+5 to -3               100%    100%

-4                      85%     85%
-5                      70%     70%
-6                      55%     55%
-7                      40%     45%
-8                      25%     35%
-9                      10%     25%
-10 and below            1%      1%

  • Crow of Destiny gave bonus damage to Sky Assault. That bonus is gone; instead, Blitz Beat now has a 1% chance per refine to cast Sky Assault.

  • Rook's Smash no longer requires a Sword or Dagger: any weapon works. A shield is still required. Although i think it would be nice to also be used with the Two handed shield. Hummm...

  • Monsters and MVPs level 100 and above: HP +20% and EXP +20%. Heartless gets +35% HP instead of +20%. SS dungeons untouched (for now......... MUAHAHAHHAHA).

  • The negative side of the EXP curve is back to what it was before Patch 3. The positive side (you lower level than the monster) stays as it is.

Monster vs you      Patch 3     Now
---------------     -------  ------
-4                      85%     85%
-5                      70%     70%
-6                      55%     55%
-7                      45%     40%
-8                      35%     25%
-9                      25%     10%
-10 and below            1%      1%
  • Cooldowns: Comet 20s -> 10s (the description always said 10). Cross Impact Lv5 4s -> 2.5s. Diplomacy now has a 5s cooldown and can crit.

    Comet Cross Impact Diplomacy

  • Damage adjustments: Makibishi 1% -> 2% per level. Dark Message no longer a flat 30: it scales 10% per level. Dark Messenger base 10 -> 20 and combo 15 -> 30. Illusion of Mist Frost chance 25+5% -> 50+5% per level.

    Makibishi Dark Message Dark Messenger Illusion of Mist Makibishi

  • SP cost: Riposte and Shatter Cross now cost 5% of your SP.

    Riposte Shatter Cross

  • Celine Kimi Robes: the level 7 Life Strings it grants did nothing, since the skill caps at 5. It now grants level 5 plus a straight +20% to the stats that Life Strings transfers (just an idea).

  • Pit Boss quest: the Metta step asked for 3 MVP relics drawn from a pool of 10, which could roll very hard. Now the requisites have changed a little bit: It requires 1 Relic from MVPs from level 30 to 65, 1 MVP Prize Box and the zeny.

  • Volan Sun is 5% +3% per refine on chance, 1% per refine on power. Marishiten Kaiken goes from 2% to 1% per refine on chance: 15% at +10 instead of 25%. Leechers, lemme know about those changes.

    Marishiten Kaiken

Gloves and Pendant            (Armor and Boots unchanged)

5% chance per refine      ->  10% chance per refine
(new line)                ->  SP Cost +10%
All four pieces

(new line)                ->  ATK -1% per refine
(new line)                ->  MATK -1% per refine

Gloves and Pendant, also

Max HP +200 per refine    ->  Max HP +100 per refine
  • Maximum SP is now 25,000, up from 10,000.

  • Warp Portal arrival buffs (Increase Agility and Pact of the Risen) last 2 minutes instead of 10 seconds.

The ATK-into-DEF conversion, which is what the set is about, is untouched.

Set bonus, on all four pieces   (piece bonuses unchanged)

Per 4 total set refines:    ->  (removed)
ATK +1% and MATK +1%        ->  (removed)
Set bonus, on all four pieces   (piece bonuses unchanged)

Resistance vs all races -100%  ->  Resistance vs all races -25%
Set bonus, on all four pieces   (piece bonuses unchanged, including
                                 the STR the Gloves cost you)

Darkness Rises Lv5:         ->  Darkness Rises Lv3:
5% +2% per refine.          ->  5% +1% per refine.
Falls Lv5.                  ->  Falls Lv3.
Autocast upgrades to Lv10:  ->  Autocast upgrades to Lv5:
  • Frenzy no longer grants 25% ATK. Yeah.

  • Leech Power now takes the highest source instead of adding them up. Leech Rate still adds. Stacking six 5% items used to give you 30% power; it gives 5% now. Flat leech bonuses are untouched and still add. reverted

    Reverted. Leech Power adds up again, as it did before.

Balance (more will come)7

(imo this set is kinda weak maybe? could you guys test it and give me feedback on it?)

General balance4

Guild Master       1%  ->   5%
Ymir Emperium      3%  ->  15%
Other Castle mobs   -  ->  0.5%
  • Enenra and [REDACTED MVP] now give Jewel Oridecon and Jewel Elunium as MVP rewards.

  • Fan of Knives no longer counts Status ATK twice. Its base coefficient was adjusted alongside it; on a normal build this is around a 20% damage reduction.

    Fan of Knives

How the game works

Fixed cast, reworked3

The flat reduction went in first and the percentage then ate what was left, so a "-200ms fixed cast" item only delivered 80ms to someone already sitting at 60%. Now the percentage goes first and the flat comes off what remains.

500ms base skill, -200ms flat, 60% fixed cast rate

before (500: 200) x 40% = 120 ms now 500 x 40%: 200 = 0 ms

Movespeed, reworked3

Gear that raised your move speed almost never did anything, and there was no way to tell. Some sources competed for the same slot and only the largest survived, so 20% from a passive on top of 20% from gear was still just 20%.

  • Equipment and skills/passives now add together rather than fighting each other.

  • @battlestats now shows your real move speed and the cap, as one number.

Systems18

Fixed cast, reworked (already stated, but i'll post it again)

Flat Fixed Cast reduction used to happen first, and the percentage reduction would then eat part of it.

So a -200ms Fixed Cast item could give you much less than 200ms in practice.

Now percentage reduction happens first, then flat reduction.

500ms base skill, -200ms flat, 60% fixed cast rate

before    (500 - 200) x 40%   =  120 ms
now        500 x 40% - 200    =    0 ms

Leech, reworked

Item/card leech has been shifted toward more consistency and less burst:

  • Leech chance increased by roughly 50%.

  • Leech Power reduced to roughly half.

  • The Garment random option now rolls 10~20% leech chance with fixed 2% power.

Increase Agility, reworked

Increase Agility is now a short movement burst:

  • Movement Speed is set to maximum.

  • Duration: 2 seconds.

  • Cooldown: 60 seconds.

Items that extended its maximum-speed effect now give +1 second duration instead.

Most of the large cooldown reductions were also reduced:

-20s sources   ->  -10s
-12s sources   ->   -6s

Warp Portal's arrival Increase Agility now lasts 5 seconds. Pact of the Risen still lasts 2 minutes.

Kill counter / played time

Character statistics are now tracked.

  • @played shows your played time.

  • Sense can show monster kill counts.

    Sense

Coin/Duel Counter

A new visual 0~10 charge counter has been added to the client. BOBSLOP THE GOAT!!! YES!! I LOVED THIS!!!

By class

Arcane Master6

Magic Overload

New Lv5 passive.

After 10 Auto Spell procs, you gain a 10-second Ready window.

Your next Tetragrammaton during that window:

Tetragrammaton

  • Cannot be interrupted.

  • Gains +20% final damage per Magic Overload level on all four hits.

  • Comet scaling: 7% int -> 15% int

Black Plague2

  • Warring State now actually multiplies final physical skill damage by 25%, instead of adding 25 points to the skill ratio.

    Warring State

Venom Splasher VIT scaling: 1% -> 4%.Venom Buster INT scaling: 2% -> 4%.Leech End damage: 1% -> 2% of Max HP per tick.

Venom Splasher Venom Buster Leech End

Blast Juggler4

Rolling Flames

  • Area: 3x3 -> 5x5

Base damage: 250 -> 100STR scaling: 1% -> 2%

Acid Demonstration

  • INT scaling: 1% -> 2%

New +2% DEX scaling

Bouncer10

Smashing Uppercut

  • Fixed Cast: 1 second.

  • Now hits once per combo stack, minimum 1 hit.

  • The existing damage bonus per stack still applies to every hit.

So yes, landing the full combo matters a lot more now.

Discipline

New effect:

SP Cost -4% per level when your punch is different from the previous punch used.

At Lv5 that's -20% SP Cost while rotating your attacks.

Applies to Direct Jab, Rapid Chain, Triple Threat, Smashing Uppercut and Scatterbrain.

Scatterbrain

LUK scaling:

2% -> 4% per LUK

Dark Knight7

  • All ten skills that cost HP now cost a percentage of your current HP, not your maximum.

  • The numbers moved to compensate.

Changed

Black Heart              10% max      ->  20% current
Harvest                  10% max      ->  20% current
Devil Raid               10% max      ->  15% current
Knight Ritual            10% max      ->  10% current
Chilling Frost           25% max      ->  25% current
Black Metal              40% max      ->  40% current
Conflagration            9% max/lv    ->  3% current/lv

Already on current HP, unchanged

Vengeance                 5% current
Fatal Menace             10% current
Night Menace             20% current
  • Harvest no longer locks your equipment. Swap freely while it is up.

Harvest Mode

The missing HP scaling on Fatal Menace, Night Menace and Vengeance has been changed from additive skill damage into a multiplier.

The goal here is to prevent extreme low-HP one-shot builds while keeping the damage roughly the same during normal use.

Fatal Menace   250% base, +10% per % missing HP  ->  200% base, x1% per % missing HP
Night Menace   250% base, +25% per % missing HP  ->  250% base, x2% per % missing HP
Vengeance      200% base,  +5% per % missing HP  ->  200% base, x1% per % missing HP

The multiplier still only applies during Harvest Mode, as before.

  • Vengeance no longer requires a Sword.

    Vengeance

Dracomancer4

  • The extra effect now works against Burning enemies instead of requiring Finisher Ready.

  • Gains +1% DEX normally and another +1% DEX against Burning targets.

Dragon Soul cooldown: 90s -> 60sCrescent Dive cooldown: 8s -> 5sAll Dragon Soul Orb bonuses and autocasts now last the full 12~20s with Dragon Soul instead of dying after 10s.

Dragon Soul Crescent Dive Dragon Soul Armor Dragon Soul Gloves Dragon Soul Shoes Dragon Soul Pendant

Gravekeeper2

  • Desolated Burial gets stronger LUK scaling during its combo: the full scaling goes from 6% -> 8% per LUK.

    Desolated Burial

Cursed Coffin gains an +2% per INT.

Cursed Coffin

Illusionist11

  • Illusion of Shadows now summons an additional 1~3 illusions on top of its normal amount.

    Illusion of Shadows

Kimi

  • Kimi growth is repaired on login and when changing forms.

  • The orphanage Kimi swap/reset system now correctly rebuilds the new form instead of corrupting its stats.

  • Existing Kimi are automatically corrected to their proper stat growth.

  • New version of the Kimi AI, with separate behavior for the different Kimi roles.

Celine Kimi Robes

The old +20% bonus to the stats transferred to Kimi is gone.

Instead, when using Life Strings:

  • Kimi still receives the full transferred amount.

  • You keep 20% of the stats you would normally lose.

Lemme know your thoughts.

Thanks for your time!

Jester6

100 + 30xLv + 3xLUK  ->  200 + 30xLv + 3xLUK
+1% per LUK  ->  +1% per 2 LUK

Both its normal and combo LUK scaling go from +2% -> +1% per LUK.

Judge6

  • Base HP at Lv150: 3450 -> 4250.

  • Absolution now gets extra hits against a target with Magister Mark:

    Absolution

+1 hit per skill level, reaching +4 hits at Lv3 (+3 from before).

  • Turnabout bonus: +50 -> +100%

North Mercenary + South Mercenary: Violent Barrage autocast chance from Absolution 20% -> 30%.

Legend3

  • Frenzy now reduces your total ATK by 25% while active.

    Frenzy

  • Shadow Sets can now roll:

ATK +3% while in Frenzy

Night Raven2

Definitive Dagger base damage:

Definitive Dagger

200 -> 100

Peacekeeper14

Defensive Mode

New mode:

  • Duration: 60s

  • Cooldown: 10s

  • Fixed Cast: 1s

  • Redirects part of incoming damage into SP.

  • The conversion grows from roughly 25% to 65% as your HP gets lower.

  • Your outgoing damage is reduced as your SP gets lower, from -10% to -60%.

  • Conviction becomes Holy element.

  • Immune to knockback and hit-stun.

Defensive Mode and Assault Mode are mutually exclusive, with a shared 10-second switching cooldown.

Also:

  • Assault Mode cooldown: 45s -> 10s

  • Conviction DEX scaling: 1% -> 2%

  • Lashing Andromeda DEX scaling: 2x -> 4x

Phantom Thief3

Base HP at Lv150:

2820 -> 3750

And don't forget the new Shadow Set privileges above.

Pit Boss22

  • Base HP at Lv150: 3450 -> 4000.

  • Smashing Uppercut can critically hit when Ruthless Mastery is Lv10.

Diplomacy

Combo stacks now multiply its damage:

+10% final skill damage per stack, up to +50%.

It also now actually receives the LUK scaling its description was supposed to have:

+4% per LUK.

Momentum Mastery

New Lv10 passive and an alternative to Ruthless Mastery.

Every time you alternate between Rapid Chain and Triple Threat, Smashing Uppercut's cooldown is reduced by:

Rapid Chain Triple Threat

0.05s per skill level, per alternation

At Lv10: -0.5s per alternation.

Using Smashing Uppercut resets the accumulated reduction.

Momentum Mastery and Ruthless Mastery are mutually exclusive.

Sanctuary Driver

New Pit Boss weapon.

  • Lv80 Mace

  • ATK 10

  • 2 Slots

  • Refinable

  • Fixed Cast -10%

  • ASPD +5

  • Uses the normal Pit Boss club random options

  • Drops from Vanberk at 0.5%

Pit Boss quest

The promotion quest was accidentally hard-locked by an old relic-pool check. It works again.

Prowler2

Revenant3

Roaring Overslash LUK scaling with Combo Ready:

Roaring Overslash

3% -> 2% per LUK

Without Combo Ready it remains at 1%.

Ronin5

  • Void Dash hits three times instead of five. Each hit carries full damage, so the total comes down with the hit count: about 60% of what it was.

    Void Dash

Skill always hits 5 times          ->  Skill always hits 3 times
  • Instant Draw scales twice as hard with AGI while Finisher Ready is up.

    Instant Draw

Skill repeats 2x if Finisher       ->  Finisher Ready: 2x repeats,
Ready                                  also +3% AGI scaling
Blocks the next 4 hits taken       ->  Blocks the next 3 hits taken
for 10s                                for 10s
  • Sprint comes back twice as fast.

    Sprint

Base Starting Cooldown is 10 sec   ->  Base Starting Cooldown is 5 sec
  • Ascending Steel no longer grants Kaupe. The Ascending Steel / Descending Steel / Instant Draw rotation was holding Kaupe at close to 100% uptime.

    Ascending Steel

Satsujin29

Somewhat mini rework here. Thanks to Bobslop who tested deeply the class and provided us with this.

  • New Moon: attacks during its first 2 seconds no longer reveal you.

  • Darkness Flows

    Darkness Flows

  • New damage scaling.

  • Can be cast from inside New Moon.

  • Doing so applies Soul Curse with 100% chance and ends New Moon afterward.

  • Cooldown: 3s -> 5s.

  • Frozen WindsNew INT scaling.

  • Gains additional INT scaling against Soul Cursed targets.

  • Follows Water/Wind from Seven Winds.

  • Zephyr WindsNew INT scaling.

  • Gains additional scaling against Soul Cursed targets.

  • Also follows Seven Winds.

  • Darkness FallsIs now Magic damage.

    Darkness Falls

  • Cooldown: 1s -> 5s.

  • Hits twice against Soul Cursed enemies and consumes the curse after dealing damage.

  • Now requires Darkness Flows Lv1.

  • Full MoonBase damage 200 -> 250.

  • Combo Ready lasts 5s instead of 3s.

  • Million StabNew AGI scaling.

    Million Stab

  • Gains DEX scaling with Combo Ready.

  • Cooldown: 7s -> 5s.

  • Dragon OmamoriGains +5% STR scaling with Combo Ready.

    Dragon Omamori

  • No cooldown.

  • Only one talisman can exist on each target.

  • Samsara BurstReworked stat scaling.

    Samsara Burst

  • Soul Curse doubles that Seven Winds stat contribution.

  • Seven Winds now adds 20% Max SP cost instead of doubling SP cost.

Darkness Rises remains available as another way to apply Soul Curse.

Shadowseer3

Umbral Mastery autospell scaling:

Umbral Mastery

5% -> 3% chance per level

At Lv5, the full proc chance goes from 55% to 45%.

Fixes

Bug fixes61

  • Monsters no longer print "Emotion" over their heads. The emote itself is unchanged.

  • Claymore Trap fixed to 3x damage vs full HP enemies, rather than the 9x it was doing lmao.

  • Grand Summoning: I'm hoping it'll work now.

  • Life Strings could stay active forever, or show a negative timer. I'm hoping it won't now.

  • Whirlwind Kunai and Flying Kunai bonuses should work now.

  • Guiding Dagger was giving 15 Penetration instead of the 10 it promised.

  • 8 equipment pieces that could not be sold now have a price.

  • Fan of Knives, Use Trinket, Thousand Arms and other special-pose skills were soft locking your character: after using them, clicking a monster did nothing until you walked. Fixed for every class (I hope).

  • Killing the target with Eternal Chain or Conviction was eating the state change (Cast Ready -> Combo Ready -> Turnabout). Now the chain advances even on the killing blow. Same fix for Descending Steel, Originality and Use Trinket's Crash buff.

  • Darkness Metal was autocasting Shatter Cross twice per hit. Now once, as intended.

  • Client no longer crashes when closing with Alt+F4 (I hope so).

  • Alfred the Butler was saying the opposite of what he did when toggling EXP/Zeny gain display.

  • The stutter when opening the equipment window is gone. You know, when FPS drops when you have Equipment tab openend. I'm hoping we fixed this.

  • Random options that uses Pierces, now writes as Penetration (for physical) and Magic Penetration.

  • Homunculus physical attacks dealt zero damage and always showed "Miss". I'm hoping it is working now.

  • Aimed Bolt was hitting twice per cast. Yeah....

    Aimed Bolt

  • Cross Punch had its condition inverted: it was rewarding you for hitting targets below half HP instead of above.

    Cross Punch

  • Peacekeeper rotation: Eternal Chain was consuming your Cast Ready before it renewed Turnabout, so the chain ended with no buffs. Conviction > Eternal Chain > Conviction keeps the buffs now (please test it).

  • Phoenix Sigil (+18 set): the revived player now wakes up with both Cast Ready and Combo Ready.

* Heir to the King / End of Kings: the DEF and MDEF conversions were doing weird calculations. I'm hoping it is fixed rn. Need balance tho. End of Kings still bugged

  • Spectral Servants was triggering Lord of Flames. I'm hoping it is not anymore. I'll balance this too, as 40% is too much (Old Dragon, i'm looking at you too).

  • Sylph Lance was auto-casting Dragon Thrust at a fixed level, ignoring the level you actually had. It now matches your level.

  • Dragon Soul: the dragon transformation lasted 10s flat while the buff scaled with skill level. Both now last 10 + 2s per level. Applies to all 10 Scale orbs.

  • Discipline (Bouncer) showed max level 10 but capped at 5. It is now a 5 level skill, with the power the old level 10 had.

  • Two items had their After Cast Delay bonus inverted: they were increasing your delay while the description promised a reduction: Black War and Lava Spirit Boots.

  • Godslayer set bonus was missing its "Resistance against all races -100%": the drawback the set was always supposed to carry. It is in now.

  • Several skills were not consuming the ammo they were supposed to: Violent Shot, Violent Barrage, Death Sentence, Scathe, Dragonic Dive, Double Strafe and GodHand Arrow.

  • Exale Rage was usable without Fury.

  • Teleport will no longer drop you right next to where you were standing.

  • Paradox set bonus is hidden again, as intended. How Teleport picks a spot now (i'm hoping actually) Teleport could drop you a few cells from where you cast it, which sucks sometimes. It now refuses to land you within a minimum distance of where you were standing. That distance scales with the map. A fixed 30 cells would blank out a small map entirely, and would mean nothing on gef_fild00 (400x400). Scaling it leaves about 75% of any map open as a destination. ```text

gef_fild00 -- 400x400, minimum distance 100

+--------------------+ |....................| . valid destination |....................| # too close |....................| @ where you were |....................| |.....##########.....| blocked: 200x200 = 25% |.....##########.....| open ............... 75% |.....##########.....| |.....####@#####.....| |.....##########.....| |.....##########.....| |.....##########.....| |....................| |....................| +--------------------+ ```

The square is measured from you, so it follows you around the map.

  • Akimbo Mastery and Inquisition Resolve were being switched off entirely by any Double Attack from gear. I'm hoping that's fixed now.

    Akimbo Mastery Inquisition Resolve

  • No more 110 M burning effect from Illusionist's Dragon. I hope. Test it please.

  • Area Loot, Increase AGI and Sense doesn't proc True Goddes set anymore.

  • Paradox Mantle dropped with the wrong random option group. Fixed.

    Paradox Mantle

  • Fixed some descriptions in sets like Blade Study (no =Ronin Set= line anymore).

  • Vault left your character frozen in place when Royal Authority autocast from the Infrared Scanner. I'm hoping it is fixed.

    Vault

  • Knight Ritual said it boosts AGI and DEX. It boosts STR and VIT, description fixed.

    Knight Ritual

  • Ankle Snare now can be placed.

    Ankle Snare

  • Cold Trap and Hot Trap said 3x3 and are actually 7x7. Fixed descpription.

    Cold Trap Hot Trap

  • Celestial Tome lost two blocks when it was fused from the three lv110 tomes: the -0.5s Hiding cooldown among them. Both are back.

    Celestial Tome

  • Conviction was not entering Turnabout when cast by hand. Only the autocast version worked. The full chain: Conviction, Eternal Chain, Conviction: now behaves the same either way.

    Conviction

  • Fixed interation with ASPD -X and Frenzy, at it could bypass the 193 lock.

  • The Memory Fountain in the orphanage could charge you a different player's reset price. If someone else used the fountain while your menu was open, you paid theirs: cheaper or more expensive.

  • The Pit Boss job quest was impossible to complete after its relic pool was expanded. The validation still expected exactly 10 relics. Fixed.

  • Guild Emblems and some saved interface settings were still trying to talk to the old server. They should work again.

  • Umbral Stars was using Dark element like Dead Faith. It is now properly Water.

    Umbral Stars Armor Umbral Stars Shield Umbral Stars Boots Umbral Stars Pendant

  • Cannon Turret said it inherited 7% of its master's ATK per level, but it didn't. It does now.

    Cannon Turret

  • Dracomancer Orbs had their bonuses and autocasts expire after 10 seconds even if Dragon Soul was still active. They now follow Dragon Soul's real duration.

  • Several client skill level caps were wrong, including Rapid Chain, Triple Threat, Sweeping Slash, Death Bound, Warp Portal. The client now matches the actual skill trees (I hope).

Wording and art

Artwork1

  • Some artworks were missing, like Shimenawa. Hoping it won't crash anymore.

Skill descriptions8

  • Cast times are now listed on every skill that has one, both variable and fixed. When it changes with level, you see the range.

  • Cooldowns corrected on some skills that were showing the wrong number.

  • Envenom, Improve Wisdom, Improve Defense, Double Down, Hellraiser, Frenzy, Hiding and Blitz Beat rewritten to match what the skill actually does.

  • Blitz Beat now states that it benefits from ranged damage and leech.

  • Status window: the AGI, hit/flee and SP cost lines were describing the wrong behaviour.

  • Increase Agility now lists its duration and how it scales.

  • Bouncer and Pit Boss kits rewritten. Lemme know if it made it clearer.

  • Smashing Uppercut description mentions the auto-target and the stun.

Item descriptions7

  • "Pierce" and "Ignores X% defense" are now written as "Penetration +N" across 241 items. Same effect, one consistent name.

  • Bonus text changed from green to purple. Balzi suggestion: lemme know what you guys think.

  • Some negative effects that were not highlighted are now in red, like the rest.

  • Sieger Kunai and Rope Kunai were showing the wrong attack values.

  • Unknown Tech set fixed: the Pendant's Perfect Dodge is flat (+1, +1 per 10 base DEX), the 4-piece bonus works and the texts match what the pieces do.

  • 20 weapons (Enma bow and friends) no longer play the unarmed attack animation.

  • Costume Vicious Stop Bandage now sits in the middle costume slot.

Descriptions5

This one is big and mostly invisible, so it gets its own section. We went over skill and item text against what the code actually does, and rewrote what did not match. Not listing them one by one.

  • Some skill damage lines were missing. Mosts skills starts at 100% base, and some of the descriptions were showing only the bonus on top of it: so a skill reading "50+10% per level" was really doing 150+10% per level. The numbers in game never changed. 151 skill descriptions were rewritten, and this was the most common reason.

  • 364 item descriptions rewritten across the Item Depot: wrong labels, stats the item did not actually give, bonuses it gave and never mentioned, and set bonus blocks that were written three different ways between pieces of the same set.

  • Assorted text fixes: Star Scourge card now says it is a Mid Headgear card, and the Burnrings Set was naming the wrong cards.

If a description still contradicts what an item or skill does, tell us.

Everything else

Kimi6

  • The three Kimi buffs: Bastion Renewal, Ward's Domain and Quick Defense: have their status icons. They were working since Patch 4. Also skill descriptions an icons updated.

Lemme know your thoughts.

Thanks for your time!

  • The clock in the orphanage now handles your Kimi, if you are an Illusionist and already have one. Change Kimi for 100,000z, or reset her skills for 50,000z. She keeps her level and experience; her stats are rebuilt for the new form and her skills are reset.

Lemme know your thoughts.

Thanks for your time!

Kimi revamp12

Yeah, credits to the almighty Bobslop who thought, designed and implemented deeply.

  • Ward: the tank. Takes damage for you: while its shield is up it soaks hits aimed at you from up to 4 cells away, for 30s, draining SP while it holds. It also converts its own VIT into extra bulk, and gets damage reduction and status resistance from Skin of Steel. It cannot move while covering you.

  • Raging: the bruiser. Leeches from what it hits, and its cleave window covers the delayed hits of an AoE instead of only the first target.

  • Agile: the dodger. Turns Fleeting Move into real perfect dodge, and regenerates faster after 3 seconds without taking a hit.

  • Occult: the caster. Drops a 5x5 field that pulses every second.

Other changes that come with it:

  • Every Kimi shares a Quick Defense window: 90% damage reduction for 2s.

  • Three skills now require Loyal intimacy: Master Swap, Body Double and Illusion of Light. Keep your Kimi fed.

  • Base stats and HP/SP growth are now per class: Ward is the beefiest, Occult the squishiest, and they no longer level identically.

  • Skill points are granted on a schedule that matches the new trees, and existing Kimi have their trees and points repaired on login.

  • Life Strings was only transferring 5 of the 6 stats: VIT was never being passed at all. It is now, which also means Celine Kimi Robes' +20% applies to it.

Kimi skill descriptions were rewritten to match all of the above.