Tuesday, August 31, 2010

Operation Smile: Blackrise Faction Warfare Video

Real life got you down?  Feel like someone hired Pandemic Legion to drop their supercap fleet on your head?  I'm feeling that way myself with the hours I'm putting in at work over the last few days.  So I decided I'd start posting some of my favorite videos so all I have to do is visit the blog when I need a break.

The first video is a tribute to the faction warfare fighting between the Gallente and Caldari militias (with pirates nosing their way in) in the Blackrise region.  Definitely a classic video with a great soundtrack.  Enjoy!

Monday, August 30, 2010

Global Warming Debate In Eve Online

I saw a slightly amusing debate in the Crime and Punishment section of the Eve Online forums.  The OP claimed that suicide gankers contribute to global warming.  Well, I guess EVERYTHING contributes to global warming, so why not suicide ganking in an internet spaceship game?  And as in real life, this claim brought out some detractors.


The first was from Rentable Muffin, who provided a chart that indicates the opposite.  More pirates equals less global warming.  Remember, if it is in a chart, it must be true.  Especially if the chart is on the internet.


Ran Kanon made the argument that the OP needed to look at the bigger picture...
As if they have more hours to spend on the game to make up for their losses ...

Even if they would, griefers would easily compensate that by making people quit the game and/or rage log. Also the graphics cards and cpu's of ship spinning war targets consume less energy than in-space gameplay. So in fact ... suicide gankers and other forms of 'grief play' mean less of a carbon footprint for EVE's total player base.

Be green and grief! For a better tomorrow ...
Die Inafire laid out a blueprint for saving the environment...
1.- Bearcare
2.- Get Suicide-Ganked (or regular Ganked)
3.- Emoragequit
4.- Turn off computer, turn off AC
5.- Open Door
6.- Enjoy sunlight and fresh air

Suicide Ganking = Lowering the Carbon Footprint one Carebear at a time
Troll Brigington predicted the name of Al Gore's next movie: "Inconvenient Gank".

And of course, someone used anecdotal evidence to argue against the OP.  In this case Harrigan VonStudly...
LIES! Everyone knows if there was really global warming from man made activities, in this case claiming suicide ganks is the cause, there would be no more ice belts for carebears to mine in. I do believe Hulkageddon Mackinaw kills in ice belts puts a bullet in the head of your little theory here. Just saying.
And of course, in true Eve (and C&P) fashion, Logical Chaos tried to make some money off the claim.
I have a Charon full of Carbon for you. I am willing to contract it to you for 500mil, we both know that you are the one that should take care of it.
Can you tell I didn't get to play all weekend?

Sunday, August 29, 2010

The Evolving EQ2 Extended - Smokejumper's Latest

Although EQ2 Extended, the free-to-play version of EverQuest 2, is in "Soft Launch", the beta tag really still applies.  EQ2 Executive Producer "Smokejumper" has released a couple of tidbits to keep players interested, or at least meet some of their demands.

One item I'm happy to hear about is the ability to purchase classes.  Smokejumper gave this tidbit on the EQ2 Extended forums Thursday.
Well, I was going to announce it later, but we'll be making classes available for sale to Bronze and Silver members soon. I don't have an ETA yet because the work for that is not completed or tested yet...but soon.

So that will change the matrix somewhat. (No more details for now. We'll launch full details when the work is completed.)

We'll probably make other tweaks as we go along. Extended is like a retail store in some respects. Changes will occur as we figure out what's right for the game and the business...but that's going to take time for us to watch and evaluate before deciding any further changes.
An issue near and dear to my heart concerns Station Access users.  I've been looking at what I would get if I reactivated my SA account.  Smokejumper wrote this on Thursday.

Station Access is for players that like to play more than one game. If you don't appreciate the current stable of games, there are a slew of new ones coming soon. (Chief among them is DCUO, which looks to be pretty playworthy.)
SA is for players that like playing more than one game. The fact that many EQII players are using it primarily for extra character slots is not lost on us. We're discussing making some changes in the near future to allow other options for folks that want more slots, instead of having to be an SA subscriber.

However, as far as SA players feeling betrayed somehow that SA doesn't offer more perks in EQ2X? Well...it does give you Gold membership. That's a perk over and above what an SA was previously offering, so it's definitely providing value to the SA subscriber.

Essentially, if SA was worth your money before, then it's still worth it now. We're not planning on any additional perks for SA subscribers.
Part of the reason I don't play on the EQ2 Live servers right now is that paying $30 a month so I can have access to all 9 of my characters (that's two extra character slots) on the live servers just doesn't make sense.  But if I can purchase extra character slots on the EQ2 Live servers, I might go back.  Then again, if EQ2 Extended really draws me in, I might reactivate my SA account to also get the Gold membership so I can sell items on the broker.  Of course, if DCUO comes out and I like it, then a Station Access account really would make sense.

Friday, August 27, 2010

MMO Open Betas Begin for Sinners And Saints

Sometimes Google searches just bring up some interesting items.  Last night I discovered news about two upcoming MMOs.

The first involves Playboy.  Playboy?  That's right, Hugh Hefner's brainchild is now planning on entering the online gaming market.  In addition, Playboy is teaming up with German online game publisher Bigpoint to distribute Poisonville, a gang-based MMORPG.  The game just went into open beta on August 25.

(Note: The link to the game is workplace safe.  I linked to Bigpoint's web site, not Playboy's.)

Right below the Playboy stories in my Google search was news of a game being produced by another German company, FIAA.  The game?  The Bible Online.  Here is a description from the game's web site.

The Bible Online: Ch1. The Heroes is based on the first book of the Bible, Genesis. Players can meet and play the real heroes of Genesis, Abraham and his descendants. The game is designed for users to actually experience the Book of Genesis by fulfilling quests of Abraham, which is based on the true stories of the Genesis. As a MMORTS, players are to lead their tribe, build buildings, maintain resources and engage in warfare with other tribes. However, players do not stay in one place, but will go on a quest to go to the Promised Land. Players will lead Abraham’s tribe from Ur to Haran and finally to Canaan. The Bible Online: Ch.1 The Heroes also offers additional elements of RPG. When Abraham dies, Isaac becomes the tribe leader and after Isaac dies, Jacob leads the tribe. There are also quests for users to experience Genesis according to the history of the Bible. For example, as it is written in Genesis 14:13~14, there is a quest for Abraham to lead 318 men to rescue his nephew Lot.
For all you players out there looking at the games, FIAA will not be using sex to draw players into its game.  Instead, participants in the open beta get a change to win iPods.  Here are the prizes:

Prize for highest FAME:
   1st - Ipod Touch 3rd generation 8 Gbyte
   2nd - Ipod Shuffle 4 GB or 75€ Cash
   3rd - 25€ Cash

Prize for HERO
   1st - Ipod Touch 3rd generation 8 Gbyte
   2nd - Ipod Shuffle 4 GB or 75€ Cash
   3rd - 25€ Cash
   All participants at the BETA will be awarded with 1.000 Fiaa Cash
For those interested, the beta for The Bible Online begins on September 6.  I don't have a financial interest in the game, but this is a game the rest of my family may actually be interested in playing.  On second thought, probably not, but who knows?  And besides, the juxtaposition of the two items in my Google search was just too good to pass up.

Wednesday, August 25, 2010

First Goal Achieved

Earlier this month I set some goals to accomplish in Eve in my second year of playing the game.  Early this morning I accomplished the first of the money making goals: perfect refining.  Wandering Rose now has 6.69 faction with Core Complexion.  With that set, I now have to figure out the next goal on my list to shoot for.

Tuesday, August 24, 2010

EQ2 Patch Notes: August 24, 2010

SOE is pushing out another patch today for EQ2.  The only difference between the EQ2 Live and EQ2 Extended versions concerns the AA slider bar when a player upgrades to gold membership.  Also the changes to the Mastercrafted tags on items is designed so that Bronze and Silver members in EQ2 Extended do not have access to items labeled Mastercrafted that are really Legendary or Fabled in quality.  The version from EQ2 Extended is below.

MENTORING

  • Increased mentoring xp bonus given when mentoring another player.
  • The experience bonus for having players mentor you adds the percentage displayed in the tooltip rather than modifying the base experience from killing a monster.

USER INTERFACE

  • Dynamic icons on the world navigation map will now continue to update after reloading the UI.
  • Fixed an error in the maintained window causing an icon to become stretched.
  • UI Modders can now disable the snapping behavior of the XP bar by setting the “EnableSnapping” property to false.
  • When you upgrade to gold your AA slider will remain at 50 until changed and will not default to 0.

TRAVEL

  • All bell travel should now have an option to enter Freeport or Qeynos directly depending on your alliance.

ITEMS

  • Mastercrafted items that are actually better than Mastercrafted will now say so (such as MASTERCRAFTED LEGENDARY or MASTERCRAFTED FABLED).
  • (Fan Faire request!) City Tokens are now also worth status.  Guildhall Commodities Exporters and Sanya the General Goods merchant at City Festivals will now pay 250 status points for them, if you don’t wish to use them to purchase festival goods.
  • The five mounts that were missing from the mount merchants have been returned.
  • The following mounts now move at +25% movement speed: Gorowyn Destrier, New Halasian Courser, Kelethin Courser, and Neriak Destrier.
  • The Skyblade Skiff received by platinum fan faire attendees is now claimable one per character instead of one per account.

PVP ITEMS

  • Kinetic Barrier, Elemental Barrier, Combat Expertise, Suppressed Rage, Free Movement and Reflection should no longer send error messages to the chat log during PVE Combat.

QUESTS

  • New Halas Citizens with the quest "A Final Froglok Word" will now find they can continue conversing with Lady Erillis and complete the quest.
  • Recipes for the new Steamfont tradeskill quest line now require the appropriate level of fuel.

PALACE OF ROEHN THEER

  • Pets should no longer trigger retributive effects when fighting the sages Mandoril, Medorius and Mikla.
  • Zone in should only zone the individual player instead of the entire raid.

GREATER FAYDARK

  • All instances of "Amythest Pond" have now been corrected to "Amethyst Pond" in Greater Faydark

Monday, August 23, 2010

EQ2 Extended: Thoughts After The First Weekend

This post isn't intended to be a comprehensive review of EQ2 Extended.  In fact, some of what I list below is part of Sentinel's Fate and not limited to EQ2 Extended.  However, not having played SF I don't really know the difference.  And I'm not going to discuss one of my loves in EQ2, crafting, because I didn't make it to New Halas.  But I did get two characters up to level 10, so think of it more like notes I've taken as I start exploring the game instead of any kind of review.

First, I created a human berserker and a half-elf inquisitor.  Having never played a half-elf, I didn't realize they have tracking.  After doing a few quests, I realized the tank really should have tracking, so I re-rolled, creating a half-elf berserker named Rosemary and a human inquisitor named Noizy.  Back to level 1.

Two, a lot of people were playing (including a barbarian guardian named Vanhemlock).  I started playing and my inquisitor was in the 11th instance.  Pro tip: you can invite other characters across instances (/invite [character name]).  Then you can right-click on the character's name in the group to be transported to that instance.  I noticed that since I did that the first time that my characters have been logging into the same instance every time.

Appearance.  I noticed that when I look at my character that I am using the SOGA model but everyone else is using the original EQ2 character models.  I went ahead and set my appearance for both appearances at the character screen.  If you want to see all SOGA, all original models, or mix and match, a player has to go to Options and click on Alternate Appearance to select the types of models to view.  I'm selecting SOGA, not just because I think half-elves look better, but to make the game feel a bit different than EQ2 Live, since I always used the original models when I played the first time.

Another change is that I was able to use the appearance slots at level 7 instead of level 20.  I'm guessing there is no longer a level limitation, but I didn't check it until I hit level 7.  And in Sentinel's Fate I think the appearance of the gear got better.  Below is a picture of my two characters at level 10 over looking a camp in the Frostfang Sea zone.
Rosemary (left) and Noizy in Frostfang Sea
Okay, so the armor appearance doesn't distinguish between classes.  But I think it looks cool, especially with the SOGA models.  And the best thing is that I didn't have to buy it out of the cash shop.  You can bet that if I ever reactivate my EQ2 Live account that I'll be using the chronomage to get this armor on my ranger.

A New UI.  The UI is different than what I was used to last October.  For instance, if you want to replace bags, go to your character screen (default is "C").  I had to ask in local how to do that.  I'm such a noob!

In-Game Map.  The map has undergone a change, with some of the functionality first introduced in Warhammer Online.  While not done as well as World of Warcraft, the map does show where to go to find quests.  Whether because the directions in the quests are easier to follow or because of the map, I haven't gone to an outside web site for information on quests.

Bag Space.  I have Silver accounts, which means I get 3 bag slots on my character plus 3 character bank slots and 2 shared bank slots.  And I received a 24 slot bag and 2 4 slot bags starting out.  And then fairly quickly I received a 12 slot harvesting bag.  Sure, it only holds harvested items, but 12 slots!  That is a lot more bag space than I received when starting characters a long time ago.  In fact, that's more bag space than I have on my 4 level 16-18 characters in World of Warcraft.

Alternate Achievement.  I had heard of the Alternate Achievement slider bar and was looking forward to using it.  Apparently the slider bar does not work for Bronze and Silver accounts.  For those looking to level lock, the /disable_combat_exp command still works to toggle combat xp gain on and off.  Also, experience gain can be toggled on and off by right-clicking on the experience bar and using the menus.

Macros.  If you are dual-boxing, you can make your life easier by creating macros. The first thing I did once I got both characters on the same instance was create macros to follow each other.  Then I became annoyed at having three bags I could not access always pop up in front of my face every time I hit the B key so I wrote a macro to only show my three usable bags.

Picking Up Shinies.  I find that I'm still addicted to picking up collectables (aka shinies) but since I can't put them on the broker I'm leaving ones I don't need for others.  I wonder if that will make collecting them easier for everyone in game.

Effects Nerf.  I've heard about the effects nerf.  I haven't really noticed anything except for transmuting.  No more major light show.  Of course, I'm playing a berserker and an inquisitor, two classes I have little to no experience with, so I really can't tell how much was toned down.

Character Copy.  Quite frankly, I wish that SOE had not allowed characters to transfer from the subscription servers to EQ2 Extended.  I realize that with the split in the game into subscription and F2P servers that SOE would have fired up the player base even more if the split had been complete.  Also, the fact that some players would pay $35 to copy a character over so that their EQ2 Live subscription would also cover their EQ2 Extended Gold membership was a way to not only make a quick buck but also hang onto subscribers a bit longer.  This was especially important with a lot of players believing that SOE was abandoning the subscription servers to whither away and that EQ2 Extended was the wave of the future.  But I really liked the idea of having a new server where everyone started over, especially with the new rules brought about by having the limited Bronze and Silver memberships.  Having level 90 characters running around this soon is kind of disappointing.

Sunday, August 22, 2010

EQ2 Extended Macro: Opening Your Bags

Having two Silver accounts in EQ2 Extended means that I only get 3 of the 6 normal bag slots.  I'm okay with that.  What I don't like is that every time I open my bags, the three bag slots that I can't access show up.  I'm guessing that this is a subtle hint that if I upgrade my account that I can have all 6 slots.  Whatever the reason, I find it annoying.  So I pulled out some of my old knowledge of EQ2 and created a macro that would only open the three bag slots I paid for.

For those who have never created a macro, click on the EQII button in the lower left corner of your window.  Select Socials and then click on the Macros tab.  To begin editing, click where indicated.

The macro is a three command macro.  In the Macro Step drop down menu select Command and then click on the Add Step button three times.  In the text boxes that appear, type in the commands below.

/bag_open 1 0
/bag_open 1 1
/bag_open 1 2



Once that is done, click on the Test button to make sure the macro works.  Once that is done, click the OK button and then drag the icon for your new macro to one of your action bars.  If you put it on the first action bar, you can open your bags with one keystroke.

Friday, August 20, 2010

Very Quick First Thoughts On EQ2 Extended

I got into EQ2 Extended last night and made two station accounts which I quickly upgraded to Silver.  Right now I have two level 4 characters, a berserker and a inquisitor.  I started both in the New Halas starting area since I never played Sentinel's Fate.  Right now, my older computer is running on Balanced settings and my newer computer is running on the default settings with Shader 3.  That is beautiful.

A couple of things I noted.  First, the game is streamed onto my computer, which meant I got to play right away.  I liked that in Free Realms and I like it now, even if it is causing lag on my older computer.  But that just may be my anti-virus software.  You can see when data is downloaded because a cute little dragon appears and you get to see the rate at which the data is downloading.

The other real quick item of note is that the default character appearance are the SOGA models.  I'm going with the SOGA models just because I like those models for half-elves over the original models and my inquisitor is a half-elf.  Yes, I may not be playing the game right with that choice, but I'm not buying a racial pack this early in the beta.

I know this isn't much, but I've only run a couple of quests so far.

Thursday, August 19, 2010

Maybe Today?

The launch of EQ2 Extended beta was pushed back to today.  Gee, maybe this is a real beta and not a marketing ploy.  Think so?

Wednesday, August 18, 2010

Listening to Podcasts

With EQ2 Extended delayed a day, I have time to write about some of the podcasts I've listened to over the last week.  I listened to The Instance #199, which was interesting because Scott and Randy talked a bit about playing Eve Online.  Randy plays Eve alone, but you can't say he doesn't understand that MMOs are supposed to be played with others since his guild, AIE, is the largest guild in World of Warcraft.  I can say from first-hand experience that flying around high-sec is relaxing.  Well, at least when you're flying cheap ships not carrying anything of value anyway.  I'm looking forward to show #200 which should come out around August 24th.

I also listened to WoW Insider #151 and their coverage of the Cataclysm beta.  I enjoy listening to them and am falling behind listening to the podcast.  I need to learn how to use iTunes better.

Speaking of falling behind, I listened to Van Hemlock #114 and their discussion about game reviews sparked by Blizzard not allowing reviewers to play Starcraft 2 before release.  With summer comes Jon taking a break from looking at gaming news so there will only be one Van Hemlock podcast every week.

With my crazy work and travel schedule I missed The Dellmon leaving EQ2s-day.  But he's back on a new podcast, EQ2 Talk.  The fifth podcast was released a couple of days ago, so I have some catching up to do.  The podcast will go very nicely with my jumping into EQ2 Extended.

And of course I'm listening to Eve Online podcasts as well.  I was going to listen to Kirith's latest Broadcasts from the Ninveah podcast but since he plugged the Not Alot of News Newshour's interview with CCP xHagen, I started to listen to that instead.  I'll have to finish listening soon, but I had to catch some sleep.  So many podcasts and so little time.

Tuesday, August 17, 2010

Patches and Upgrades and Delays, Oh My!

This just in: the launch of the beta for EQ2 Extended is delayed one day until tomorrow.  Which is too bad since my WoW server, Darrowmere, is one of the servers that will be down all day today in preparation for Cataclysm..  Also tomorrow is the deployment of patch 1.0.4 for Eve Online: Tyrannis.  TQ is scheduled to be down from 11:00 GMT to 13:30 GMT.  I better make sure I have some long skills queued up for training because the announcement post didn't say 13:30 GMT of what day.

Monday, August 16, 2010

In Eve, Friends Don't Let Friends ...

... do level 4 mining missions.  I started doing level 4 missions for Core Complexion last Tuesday and of course had to do a level 4 mining mission.  After all, how could I complain about something if I had never done it, right?

I actually did 3.  The first time I fumbled around and then developed a plan for the second mission I did.  I set up Wandering Rose in a Covetor and Rosewalker switching between a Scythe and a Mammoth.  The mission still took an hour to complete and I was pretty sure I would never do another level 4 mining mission.

Then the third mission presented itself.  Ice harvesting.  I'd never done that before.  So I flew to Rens, picked up ice harvesters for my Covetor, and set out to havest some worthless ice.  That took about an hour to complete also.

Ice Harvesting
Most of the time I've done courier missions and even two kill missions in a shield-tanked Hurricane.  The courier missions were fun and provided practice flying my Prowler.  I even ducked into two low-sec systems to make deliveries.  For this carebear, that was an adventure.

Fighting the Angel Cartel
The kill missions were an adventure.  In the first one, Smuggler Interception, I faced Angel Cartel Machariels, battleships that were very popular in Alliance Tournament VIII. 

In the second kill mission, Shipyard Theft, I just have to note the actions of the Core High Admiral in the first pocket.  I got really excited when I first saw the ship, because I had never seen an NPC with a bounty of 1 million outside the newbie Epic Arc before.  So I dispatched the support ships and gave chase to the battleship.  The High Admiral stopped short of a group of ships, allowing me to engage the High Admiral.  A bait ship?  You betcha.  A group came flying past the High Admiral and started pounding on me.  I quickly beat a hasty retreat, but in the span of about 30 seconds I lost a quarter of my shields before getting the situation under control again.  The High Admiral?  He stayed in place and started repping himself.

I still had to deal with the High Admiral.  So after dispatching the support ships in that group, I began a 1v1 with a regular Admiral in a battleship.  I started circling the Admiral and sure enough, the High Admiral slipped behind me, putting me in a cross-fire.  With the High Admiral having repped all of his shields and some of his armor, I made the decision to rush the Admiral in the hope I could outrun the damage from the High Admiral.  That plan worked, but by the time I could turn around, all the damage I had inflicted on the High Admiral had been repaired.  Aargh!  But at least I was able to finally kill the stubborn battleship before it could link up with the last three battleships in the pocket.

The important part of the last week's mission running is that Wandering Rose's faction with Core Complexion went up from 6.04 to 6.37 since last Tuesday.  Perfect refining is finally within sight.

Sunday, August 15, 2010

Trying A Tale In The Desert

I first heard of A Tale in The Desert on The Van Hemlock podcast.  From listening to Tim and Jon I gathered that if I wanted to play the game, I would need to start playing at the beginning of a telling.  The new telling, #5, began on 7 August.  Tobold has jumped into the game and I heard on Van Hemlock #115 that Jon is playing again.  But here is the passage from Tobold's latest post that had me actually downloading the game.
"Don't be fooled by the lack of combat in A Tale in the Desert. The possibilities to harm your fellow players in ATitD are huge, and make EVE look like a game for wussies [emphasis mine]. Have you ever noticed that all the big stories you hear about EVE aren't actually about PvP in the form of ship combat, but involve things like infiltrating guilds, betrayal, and bank scams? A Tale in the Desert eliminates the combat part and goes directly for the throat, forcing players to interact with each other socially, with the stakes being higher than in any other game. In A Tale in the Desert players can even be voted out of the game, being banned by the demi-pharaoh, a player elected by the other players. And it is exactly *because* players have such huge potential to harm each other that A Tale in the Desert often plays so much more civilized than other games. If being a jerk can have serious negative consequences for a player, then he might be thinking twice about it."
With 24 hours of game play free before being asked to pay a subscription, I have to at least try the game, if only to say I play all the good crafting games.  I completed the tutorial this morning and here are my initial impressions.

Movement - Movement is point and click on the spot you want to go to.  It takes some getting used to if you are used to the WASD movement of most Western MMOs.  I've found that I actually adjust my camera view a lot to make travel easier.

Harvesting - Unlike all the other MMOs I've played, resource nodes are not always visible on the ground.  Going through the tutorial I needed to harvest slate, which was only visible to harvest when an icon appeared in the upper-left hand corner of my screen.  I have the feeling this is only true for resources found in the ground; I had no problems finding wood.  In other words, the harvesting system is a bit more realistic.

Learning skills - At least in the beginning, skills are learned two ways.  Initially, the skill is learned from a university.  After that, skills are improved upon by actually doing the task.  And you can fail at doing a task and lose your harvested materials if your skill level is low enough.

Zoning - No, I'm not referring to instancing.  ATitD looks like it has zoning laws.  At least I couldn't build a work bench (okay, I forget the actual name) within 300 feet of a university.  I'll be interested to see more about zoning in the game.


Those are just some quick impressions after about one hour of play.  A Tale in the Desert is an intriguing game and if the EverQuest 2 Extended beta were not coming out this week, I might actually commit myself to making it my #2 MMO.  As it is, I'll have to wait and see.

Friday, August 13, 2010

Runes of Magic Rolls Back Mana Changes

Wow!  Just thought I would post this update to the 3.0.3 patch notes I posted for Runes of Magic this morning.  Apparently players were not happy and the mana changes were rolled back without giving players in the U.S. advanced notice.  Here is a copy of the explanation.
Hello Runes of Magic Community.

In regard to our latest Patch 3.0.3 and the change of spell casting cost I want to give you an explanation about the reason behind all of this.

As many of you are aware, the spell cost has been changed with Patch 3.0.3 from a standard single value cost to a new formula. The new cost is a combination of a base cost plus a percentage of your total mana pool. The percentage can vary between 1% to 6% depending on the spell. This is not a class specific change as it does affect all spells (it does however affect magic users more).

Our reason behind this change was that as the game lost a lot of it’s previous challenge with a mana pool outgrowing eventually the cost of spells, therefore causing no small amount of our players having “infinite” mana pools. Once you no longer have to be afraid of running out of mana by not drinking a potion or waiting for the cooldown from drinking a potion, an important part of strategy in the game is being removed.

That would just result in spamming spells without the need to decide when to take that special potion and basic strategies of deciding which spells to use on which targets first would no longer matter. For example: some healers were able to spam group heal constantly without the need to watch their mana anymore at any level of difficulty.

The next problem caused by this old system is to decide how to design new content and still being able to offer you a worthy challenge. Do we design for the average players who will have to watch their mana or do we design for the super strong player base who does not need to worry?

After carefully evaluating all possible new methods our final solution was to introduce a percentage cost into the spells. This would ensure that players would have to watch their mana supplies and cast with some strategy in their mind. Players that have a larger mana pool can still cast more times than those who have less.

Thanks to the feedback of the Runes of Magic Community and Frogster we have been able to shape the game in the past and hope to continue this way for the future.

We are convinced about the logic and need behind the new way how to manage mana cost, but we have decided to take back the changes for further evaluation. So until we have finished improving the scaling system of how mana will be reduced we will restore it to the old ways.

Sincerely,
Tony Tang
Runewaker Entertainment
VP Business Developement

Runes Of Magic Patch 3.0.3 Patch Notes

I still occasionally follow what is happening in Runes of Magic.  Patch 3.0.3 came out on Tuesday and I'm patching the game today and might take a look when I get home tonight.  I'm wondering if my level 7 druid will get the new beginners' pixie pet.  Probably not.

The one thing I was a little surprised at is that you needed to log onto the forums in order to see the patch notes.  What's up with that?  So I'm going to maybe take a risk and post the patch notes here.  Please forgive the formatting; I'm posting this right before running off to work.

Patch Notes:3.0.3.2217.en
New content
· Level cap 60
· New zone: Northern Janost Forest
o Introducing over 100 new quests and titles
o A new World Boss waiting for players to be defeated
· Rune Extraction: Interface for Weapons and Equipment
· Tutorial Pet:
o new players now receive a “Pet Assistant”, working independently from the actual pet system
· Marriage System: marry your partner in Runes of Magic
· 108 New Guild War Titles & Quests
· Item shop & Guild Resources: Added new Guild contribution-only Items
· New Level 60 Crafting Recipes: Weapons and Equipment
· Pet System: special crafting tools from level 41 to 60 to equip your pet with. Enables the pet to craft multiple things for your convenience.
· Memento Reward System: added new Recipes, Potions, Minerals and Max values
· Balancing: various class skills

General bug fixing
· Elven Island:
Players were getting stuck at an area near the Haven Departure
· Malatina’s Course of Terror:
In that short moment between the point after you click on the cannon platform to confirm that you want to fire the cannon and the point where you receive the skill – if you click on the cannon platform yet again, a confirmation dialog will appear, thus allowing the player to launch the cannon twice – this problem was fixed.
· When players got the “Big Ripper” buff from “Teeth of the Reef”, and their HP was fully restored, the Teeth of the Reef did not disappear.
· Fixed the special effects of the following skills which would activate themselves repeatedly/again:

    *
          o Warrior-Scout: Lvl 45 Elite Skill "Waiting Game"
          o Warrior-Knight: Lvl 45 Elite Skill "Shield Weakness"
          o Warrior-Warden: Lvl 15 Elite Skill "Savage Strike"
          o Warrior-Warden: Lvl 35 Elite Skill "Wild Howl"
          o Warrior-Warden: Lvl 45 Elite Skill "Battle Creed"
          o Warrior-Druid: Lvl 15 Elite Skill "Rose Vine"
          o Warrior-Druid: Lvl 20 Elite Skill "Tremor"
          o Warrior-Druid: Lvl 30 Elite Skill "Redemption"
          o Warrior-Druid: Lvl 40 Elite Skill "Recovery of Life"
          o Scout-Warrior: Lvl 45 Elite Skill "Accurate Targeting"
          o Scout-Rogue: Lvl 40 Elite Skill "Exploiting Shot"
          o Scout-Rogue: Lvl 45 Elite Skill "Deadly Counterattack"
          o Scout-Rogue: Lvl 50 Elite Skill "Poisonous Spit"
          o Scout-Priest: Lvl 45 Elite Skill "Drums of War"
          o Scout-Mage: Lvl 45 Elite Skill "Wilderness Campaign"
          o Scout-Knight: Lvl 50 Elite Skill "Spirit Meld"
          o Scout-Warden: Lvl 45 Elite Skill "Wind Attack"
          o Scout-Druid: Lvl 35 Elite Skill "Devour Blood"
          o Scout-Druid: Lvl 45 Elite Skill "Archer Blessing"
          o Scout-Druid: Lvl 50 Elite Skill "Ancestor’s Blessing"
          o Rogue-Warrior: Lvl 45 Elite Skill "Decay"
          o Rogue-Priest: Lvl 40 Elite Skill "Sinister Methods"
          o Rogue-Knight: Lvl 45 Elite Skill "Searing Light"
          o Rogue-Knight: Lvl 50 Elite Skill "Reckless Warrior"
          o Rogue-Warden: Lvl 25 Elite Skill "Bloodthirsty Blade"
          o Rogue-Warden: Lvl 40 Elite Skill "Wood Spirit’s Grasp"
          o Rogue-Druid: Lvl 15 Elite Skill "Hysteric Vengeance"
          o Mage-Warrior: Lvl 50 Elite Skill "Meditative Current"
          o Mage-Scout: Lvl 45 Elite Skill "Fire Rose Storm"
          o Mage-Rogue: Lvl 45 Elite Skill "Shadow Protection"
          o Mage-Priest: Lvl 45 Elite Skill "Disable"
          o Mage-Knight: Lvl 45 Elite Skill "Light of Day"
          o Mage-Druid: Lvl 25 Elite Skill "Control Flame"
          o Priest-Mage: Lvl 40 Elite Skill "Enlightenment"
          o Knight-Scout: Lvl 40 Elite Skill "Sacred Resistance"
          o Knight-Rogue: Lvl 50 Elite Skill "God’s Vengeance"
          o Warden-Warrior: Lvl 20 Elite Skill "Beast Chop"
          o Warden-Warrior: Lvl 45 Elite Skill "Will Attack"
          o Warden-Warrior: Lvl 50 Elite Skill "Coat of Arms"
          o Warden-Scout: Lvl 45 Elite Skill "Valiant Shot"
          o Warden-Rogue: Lvl 15 Elite Skill "Achilles’ Heel Strike"
          o Druid-Warrior: Lvl 20 Elite Skill "Glory Wand"


Quests
· Daily Q.: More Clotheslines, Get Rid of Even More Disgusting Insects and Even More Lavender Sprigs
o Before: Did not give Phirius Tokens
o After: Give 10 Phirius Tokens

General Adjustments
· All hirable housekeepers' fatigue value should now properly degrade over time.
· Guild Siege Wars:
o New Guild Rule: After leaving a guild, you have to wait 1 hour (cooldown) before you can join a guild again.
o Every night from 8pm-9pm, when Guild Wars are taking place, guilds will temporarily be unable to accept new members.
o The castle gates are now more effective at reducing the damage received. Effectiveness of city gates raised from 90 to 99.
· Pet production system
o Before: The maximum value for “Automatic Production” was 999. However, some “Production Items” had a max value of 100, and would stop being produced when the limit of 100 was reached.
o After: The max value of all “Production Items” has been set at 999, the same as the max value for “Automatic Production”, ensuring that the automatic production process will not be interrupted.
· Ancient Mementos now have a max limit of 3000
· NPC: “Kawak Angerfang” changed to “Drake Angerfang”
· Items sold in the Obsidian Stronghold by the Honor Materials Merchant Fey Woram:
o Bitterleaf Bundle: Price was 221 Gold, 4 Honor Points > Price is now 185 Gold, 3 Honor Points
o Moxa Bundle: Price was 185 Gold, 3 Honor Points > Price is now 221 Gold, 4 Honor Points
· Every character mounting a “Flying Rune Disk” should now have the appropriate animation while on the disk.
· No information is displayed in the attributes field in the character info interface when a character’s main class is “Warden.” This has been resolved.
· The Public Encounter display will now properly update immediately on re-entering the encounter area.
· The "Your Notes" column has been removed from the Rankings overview.
· The “Surging Crossbow” now has the proper range assigned to it.
· Tooltips and descriptions have been added to some level 53 potions and their respective buff effects.

Equipment
· Adjustments to Equipment in the Instance – Lair of the Demon Dragon
o Eclipse Cape
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Magic Cape
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Eclipse Scarf
Originally: physical defense 169, magical defense 241
Corrected: physical defense 869, magical defense 941
o Catastrophe Hood
Originally: physical defense 193, magical defense 217
Corrected: physical defense 893, magical defense 917
o Iron Helmet
Originally: physical defense 217, magical defense 193
Corrected: physical defense 917, magical defense 893
o Magic Heavy Helmet
Originally: physical defense 241, magical defense 169
Corrected: physical defense 941, magical defense 869
o Eclipse Shoulder Pads
Originally: physical defense 75, magical defense 107
Corrected: physical defense 775, magical defense 807
o Catastrophe Shoulder Guards
Originally: physical defense 86, magical defense 96
Corrected: physical defense 786, magical defense 796
o Flame Dragon Protector
Originally: physical defense 857
Corrected: physical defense 1557
o Spirit Wall
Originally: physical defense 857
Corrected: physical defense 1557
o Iron Shoulder Armor
Originally: physical defense 96, magical defense 86
Corrected: physical defense 796, magical defense 786
o Magic Heavy Shoulder Guards
Originally: physical defense 107, magical defense 75
Corrected: physical defense 807, magical defense 775
Quests
· The Goddess’ Redemption
o Before: After completing The Goddess’ Redemption, the NPC Rezibi will call Narfas, but if the game is forcefully closed before Narfas appears, the quest will remain uncompleted (even though it has been). However, when the player logs on again, Narfas still does not appear, and hence the player will be unable to accept the quest “Divine Envoy – Narfas”.
o After: added an item to circumvent the problem by triggering a script. Once the player completes the quest The Goddess’ Redemption, even if the game is forcefully closed (e.g. if the player’s computer hangs), when he logs in again, Narfas will appear.
· A Hero’s Name
o Before: After completing the quest, if the game is forcefully ended while the plot is still playing out, and the player logs in again, he will be unable to accept the succeeding quest Checking Eduth.
o After: The prerequisite quest flag for Checking Eduth has been removed, such that when players now complete A Hero’s Name, even if their computer hangs and the game is forcefully closed, they will still be able to accept the quest Checking Eduth when they log in again.
· All seven daily quests related to the "Relics of Bymorsh" Public Encounter do now grant Phirius Tokens.
· Provocation
o Before: Players with Ver 3.0.2 could accept this quest.
o After: Players need Ver 3.0.3 to get this quest
Items
· Nobodies’ Rum
o Before: Nobodies’ Rum gave a movement speed boost and restored 1 HP every 3s.
o After: Nobodies’ Rum no longer gives a speed boost, and no longer restores HP.
· Lemon Vodka
o Before: During the effect period of Lemon Vodka you could cast spells and it restored 1 MP every 3s.
o After: During the effect period of Lemon Vodka you cannot attack & cannot cast spells & cannot use items and it does not restore MP.
· Public Encounter: Explore the Ruins of Bymorsh
o Before: After successfully completing the 4th stage of this PE, a confirmation dialog immediately appears asking the player if he wants to be transported
o After: After successfully completing the 4th stage of this PE, a confirmation dialog appears asking the player if he wants to be transported after approx. 2s
· Item Adjustments: If a player returns to Miller’s Ranch after having used Home-sweet-homes and Guild Castle Transport Stones there, he will be unable to leave the zone (Miller’s Ranch).
o Before: Players can use them at Miller’s Ranch
o After: Players cannot use them at Miller’s Ranch
Misc.
· Warnorken Arena (Instance): The additional ability “Illusion of Competition VIII” did not have a name, this has been fixed.

Patch 3.0.3 – Skill Balancing
[Main Class Warrior]
Feint
· Old
o When enemy dodges, attacks enemy once for 80 ~320% main hand weapon DPS.
· New
o When enemy dodges, attacks enemy once for 80 ~320% main hand weapon DPS.
Brute Strength
· Old
o At level 1: strength increases by 10.
o At level 58: strength increases by 68.
· New
o At level 1: strength increases by 1%+11.
o At level 58: strength increases by 6.2%+68.

One-Hand Weapon Master
· Old
o At level 1: increases 1-h sword, axe, hammer weapon damage by 5%.
o At level 58: increases 1-h sword, axe, hammer weapon damage by 45%.
· New
o At level 1: increases 1-h sword, axe, hammer weapon damage by 5%.
o At level 50: increases 1-h sword, axe, hammer weapon damage by 45%.
· Limited up to level 50.

2-H Weapon Master
· Old
o At level 1: increases 2-h sword, axe, hammer weapon damage by 5%.
o At level 58: increases 2-h sword, axe, hammer weapon damage by 40%.
· New
o At level 1: increases 2-h sword, axe, hammer weapon damage by 5%.
o At level 50: increases 2-h sword, axe, hammer weapon damage by 40%.
· Limited up to level 50.

Thunder
· New
o Added to description that effect on players is decreased.



Survival Instinct
· Old
o At level 1: only if HP below 25% usable, defense increases by 25%, dodge increases by 5%, parry increases by 5.
o At level 58: only if HP below 25% usable, defense increases by 97.5%, dodge increases by 19.5%, parry increases by 19.5.
· New
o At level 1: only if HP below 50% usable, physical defense increases by 20%, dodge increases by 5%, parry increases by 150.
o At level 58: only if HP below 50% usable, physical defense increases by 60.6%, dodge increases by 19.5%, parry increases by 1220.
Defensive Formation
· Old
o At level 1: increases physical defense by 500, reduces physical attack power by 5% and magical power by 5%.
o At level 58: increases physical defense by 6300, reduces physical attack power by 63% and magical power by 63%.
· New
o At level 1: increases physical defense by 500, reduces physical attack power by 5% and magical power by 5%.
o At level 50: increases physical defense by 6300, reduces physical attack power by 63% and magical power by 63%.
· Limited up to level 50.

Terror
· New
o Added to description that effect on players is decreased.


Aggressiveness
· Old
o At level 1: 30 seconds, rage generation speed increases by 20%.
o At level 58: 30 seconds, rage generation speed increases by 78%.
· New
o At level 1: 30 seconds, rage generation speed increases by 20%.
o At level 50: 30 seconds, rage generation speed increases by 80%.
· Limited up to level 50.




Group Taunt
· Old
o At level 1: 4 seconds, forces multiple targets in range to target one self.
o At level 58: 15.6 seconds, forces multiple targets in range to target one self.
· New
o At level 1: 4 seconds, forces multiple targets in range to target one self.
o At level 50: 18 seconds, forces multiple targets in range to target one self.
· Limited up to level 50.

Taunt
· Old
o At level 1: 5 seconds, forces target to target one self.
o At level 58: 19.5 seconds, forces target to target one self.
· New
o At level 1: 5 seconds, forces target to target one self.
o At level 50: 20 seconds, forces target to target one self.
· Limited up to level 50.

[Main Class Scout]
Ranged Weapon Mastery
· Old
o At level 1: bow accuracy increases by 3%, damage increases by 3%.
o At level 58: bow accuracy increases by 20.4%, damage increases by 20.4%.
· New
o Limited up to level 50.
o At level 1: bow accuracy increases by 4%, damage increases by 4%.
· At level 50: bow accuracy increases by 20%, damage increases by 20%.

Lasso
· Old
o At level 1: throws a lasso, makes target immobile for 10 seconds, if target is attacked then effect disappears.
o At level 58: throws a lasso, makes target immobile 33.2 seconds, if target is attacked then effect disappears.
· New
o Limited up to level 50.
o At level 1: throws a lasso, makes target immobile 10 seconds, if target is attacked then effect disappears.
o At level 50: throws a lasso, makes target immobile 30 seconds, if target is attacked then effect disappears.
o Added to description that effect on players is decreased.


Swiftness
· Old
o At level 1: dexterity increases by 10.
o At level 58: dexterity increases by 68.
· New
o At level 1: dexterity increases by 1%+11.
o At level 58: dexterity increases by 6.2%+68.
Speed Shooting Mastery
· Old
o At level 1: increases bow speed by 10%.
o At level 58: increases bow speed by 39%.
· New
o Limited up to level 50.
o At level 1: increases bow speed by 11%.
o At level 50: increases bow speed by 38.5%.


Concentration
· Old
o At level 1: 30 seconds, focus generation speed increases by 100%. Cooldown: 6 minutes.
o At level 58: 117 seconds, focus generation speed increases by 100%. Cooldown: 6 minutes.
· New
o At level 1: 30 seconds, focus generation speed increases by 100%. Cooldown: 5 minutes.
o At level 58: 82.2 seconds, focus generation speed increases by 100%. Cooldown: 5 minutes.


Joint Blow
· Old
o At level 1: causes 16.4 physical damage, and additionally slows for 4 seconds.
o At level 58: causes 206.6 physical damage, and additionally slows for 11 seconds.
· New
o At level 1: causes 16.4 physical damage, and additionally slows for 4 seconds.
o At level 58: causes 206.6 physical damage, and additionally slows for 10 seconds.
o Slows for up to 10 seconds.

Reflected Shot
· Old
o Casting time: 3 seconds.
o At level 1: causes 65% ranged weapon DPS damage.
o At level 58: causes 290% ranged weapon DPS damage.
New
1. casting time: instant.
At level 1: causes 65 ranged weapon DPS damage.
3. At level 58: causes ranged 220 weapon DPS damage.

Mana Drain Shot· Old
o At level 1: 10 seconds, every second consumes 8 MP from target.
o At level 58: 10 seconds, every second consumes 147 MP from target.
o 3. Cooldown 10 seconds.
· New
o At level 1: 10 seconds, reduces target's magical damage by 1%.
o At level 58: 10 seconds, reduces target's magical damage by 12%.
o 3. Cooldown 90 seconds.
[Main Class Rogue]

Dagger Mastery
· Old
o At level 1: increases dagger by 10 damage.
o At level 58: increases dagger by 39 damage.
· New
o At level 1: increases dagger by 10 damage.
o At level 50: increases dagger by 40 damage.
o Limited up to level 50.



Numbing Dagger
· New
o Added to description that effect on players is decreased.
o Limited up to level 50.
Poisonous
· Old effect time: 600 seconds.
o New effect time: 900 seconds.

Hide
· Old
o At level 1: movement speed reduced by 50%.
o At level 58: movement speed reduced 21.
· New
o At level 1: movement speed reduced by 50%.
o At level 50: movement speed reduced by 20%.
o Limited up to level 50.
Agility
· Old
o At level 1: permanently increases dodge by 2%.
o At level 58: permanently increases dodge by 7.8%.
· New
o At level 1: permanently increases dodge by 2%.
o At level 50: permanently increases dodge by 8%.
o Limited up to level 50.


Treasure Hunter
· Old
o At level 1: increases party's drop rate by 5%.
o At level 58: increases party's drop rate by 19.5%.
· New
o t level 1: increases party's drop rate by 5%.
o At level 50: increases party's drop rate by 20%.
o Limited up to level 50.


Off Hand Master
· Old
o At level 1: increases off-hand damage by 3% and accuracy by 3%.
o At level 58: increases off-hand damage by 11.7% and accuracy by 11.7%.
· New
o At level 1: increases off-hand damage by 3% and accuracy by 3%.
o At level 50: increases off-hand damage by 12% and accuracy by 12%.
o Limited up to level 50.
Sprint
· Old
o At level 1: 30 seconds, increases movement speed by 10%.
o At level 58: 30 seconds, increases movement speed by 39%.
· New
o At level 1: 30 seconds, increases movement speed by 10%.
o At level 50: 30 seconds, increases movement speed by 40%.
o Limited up to level 50.


Evasion
· Old
o At level 1: increases dodge by 10%, for 10 seconds.
o At level 58: increases dodge by 39%, for 39 seconds.
· New
o At level 1: increases dodge by 10%, for 10 seconds.
o At level 50: increases dodge by 40%, for 20 seconds.
o 3. Limited up to level 50.


Fervent Attack
· Old
o At level 1: 30 seconds, physical attack speed increases by 5%, physical defense reduced by 5%.
o At level 58: 30 seconds, physical attack speed increases by 19.5%, physical defense reduced by 19.5%.
· New
o At level 1: 30 seconds, physical attack speed increases by 5%, physical defense reduced by 5%.
o At level 50: 30 seconds, physical attack speed increases by 20%, physical defense reduced by 20%.
o Limited up to level 50.


[Main Class Mage]
Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Plasma Arrow
· Old
o At level 1: charged status, increases magical critical rate by 2.
o At level 58: charged status, increases magical critical rate by 44.
· New
o At level 1: charged status, increases magical critical rate by 20.
o At level 58: charged status, increases magical critical rate by 163.
o Old cost: 15MP
o New cost: 1%+15MP


Lightning
· Old
o Old cost: 20MP
· New
o Added to description that effect on players is decreased.
o Root effect up to 12 seconds.
o New cost: 2%+20MP


Energy Influx
· Old cost: 45MP
· New cost: 1%+45MP


Discharge
· New
o Added to description that effect on players is decreased.
o Old cost: 40MP
o New cost: 2%+40MP


Wisdom
· Old
o At level 1: intelligence permanently increases by 10.
o At level 58: intelligence permanently increases by 68.
· New
o At level 1: intelligence permanently increases by 1%+11.
o At level 58: intelligence permanently increases by 6.2%+68.


Intensification
· Old
o At level 1: 18 seconds, next magical attack damage increases by 45.
o At level 58: 18 seconds, next magical attack damage increases by 306.
· New
o At level 1: 20 seconds, magical attack damage increases by 50.
o At level 58: 20 seconds, magical attack damage increases by 601.
o Old cost: 10MP
o New cost: 1%+10MP


Electrostatic Charge
· Old cost: 75MP
· New cost: 1%+75MP


Phoenix
· Old cost: 40MP
· New cost: 2%+40MP


Thunderstorm
· Old cost: 50MP
· New cost: 5%+50MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Purgatory Fire
· Old cost: 35MP
· New cost: 2%+35MP


Meteor Shower
· Old cost: 35MP
· New cost: 2%+35MP


Electric Bolt
· Old cost: 30MP
· New cost: 1%+30MP


Electric Explosion
· Old cost: 10MP
· New cost: 3%+10MP



Silence
· Old
o At level 1: silenced for 4 seconds, unable to cast magic.
o At level 58: silenced for 8.6 seconds, unable to cast magic.
o Old cost: 50MP

· New
o At level 1: silenced for 4 seconds, unable to cast magic.
o At level 50: silenced for 9 seconds, unable to cast magic.
o Added to description that effect on players is decreased.
o Limited up to level 50.
o New cost: 2%+50MP


Static Field
· New
· Added to description that effect on players is decreased.
· Limited up to level 50.
· Old cost: 20MP
· New cost: 2%+20MP


Elemental Weakness
· Old cost: 50MP
· New cost: 1%+50MP


Fire Knowledge
· Old
o At level 1: increases Fire resistance 2, and Fire magical damage by 5%.
o At level 58: increases Fire resistance 25, and Fire magical damage by 63%.
· New
o At level 1: increases Fire resistance 2, and Fire magical damage by 5%.
o At level 50: increases Fire resistance 25, and Fire magical damage by 63%.
o Limited up to level 50.


Wind Knowledge
· Old
o At level 1: increases Wind resistance 2, and Wind magical damage by 5%.
o At level 58: increases Wind resistance 25, and Wind magical damage by 63%.
· New
o At level 1: increases Wind resistance 2, and Wind magical damage by 5%.
o At level 50: increases Wind resistance 25, and Wind magical damage by 63%.
3.
o Limited up to level 50.



Fire Ward
· Old cost: 120MP
· New cost: 2%+120MP


Energy Well
· Old
o At level 1: 50 seconds, every magic consumes 10% less MP.
o At level 58: 50 seconds, every magical consumes 39% lessMP.
· New
o At level 1: 50 seconds, every magic consumes 10% less MP.
o At level 50: 50 seconds, every magical consumes 40% less MP.
o Limited up to level 50.


[Main Class Priest]
Rising Tide
· Old cost: 12MP
· New cost: 1%+12MP


Heal
· Old cost: 40MP
· New cost: 3%+40MP


Regenerate
· Old cost: 35MP
· New cost: 2%+35MP












Wave Armor
· Old
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 1355 damage.
o Old cost: 60MP

· New
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage, and reduces own received physical damage and received magical damage by 1%.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 1355 damage, and reduces own received physical damage and received magical damage by 6.2%.
o Old costNew cost: 1%+60MP


Ice Fog (Rank 1)
· Old cost: 40MP
· New cost: 1%+40MP


Ice Fog (Rank 2)
· Old cost: 120MP
· New cost: 1%+120MP


Ice Fog (Rank 3)
· Old cost: 200MP
· New cost: 1%+200MP


Group Heal
· Old cost: 70MP
· New cost: 6%+70MP


Grace of Life
· Old
o At level 1: 1800 seconds, increases maximum HP by 50.
o At level 58: 1800 seconds, increases maximum HP by 804.
o Old cost: 30MP

· New
o At level 1: 1800 seconds, increases maximum HP by 1%+50.
o At level 58: 1800 seconds, increases maximum HP by 6.2%+804.
o New cost: 2%+30MP


Urgent Heal
· Old cost: 25MP
· New cost: 2%+25MP


Resurrection
· Old cost: 150MP
· New cost: 1%+150MP


Soul Bond
· Old cost: 400MP
· New cost: 2%+400MP


Blessed Spring Water
· Old:
o Old effect time: 600 seconds
o Old cost: 120MP

· New
o New effect time: 900 seconds
o
o New cost: 3%+120MP


Holy Aura
· Old cost: 60MP
· New cost: 5%+60MP


Blessing of Humility
· Old cost: 99MP
· New cost: 2%+99MP


Amplified Attack
· Old
o At level 1: 30 minutes, increases physical attack by 50.
o At level 58: 30 minutes, increases physical attack by 630.
o Old cost: 36MP
· New
o At level 1: 30 minutes, increases physical attack by 1%+50.
o At level 58: 30 minutes, increases physical attack by 6.2%+630.
·
o New cost: 1%+36MP





Chain of Light
· Old cost: 60MP
· New cost: 1%+60MP


Bone Chill
· Old cost: 30MP
· New cost: 1%+30MP


Magic Barrier
· Old cost: 120MP
· New cost: 3%+120MP


Cleanse
· Old cost: 150MP
· New cost: 2%+150MP


Prayer
· Old
o At level 1: increases Water resistance 2, and Water magical damage by 5%.
o At level 58: increases Water resistance 25, and Water magical damage by 63%.
· New
o At level 1: increases Water resistance 2, and Water magical damage by 5%.
o At level 50: increases Water resistance 25, and Water magical damage by 63%.
o Limited up to level 50.


Faith
· Old
o At level 1: healing by increases by 5%.
o At level 58: healing by increases by 34%.
· New
o At level 1: healing by increases by 5%.
o At level 50: healing by increases by 35%.
Limited up to level 50.Healing Salve
· Old
o Atlevel 1: 60 seconds, target received healing increases by 5%.
o At level 58: 60 seconds, target received healing increases by 19.5%.
o Old cost: 50MP
· New
o At level 1: 60 seconds, target received healing increases by 5%.
o At level 50: 60 seconds, target received healing increases by 20%.
o Limited up to level 50.
o New cost: 1%+50MP


Holy Candle
· Old
o At level 1: every second consumes 6% HP, increases healing by 5%.
o At level 58: every second consumes 6% HP, increases healing by 28.2%.
· New
o At level 1: every second consumes 6% HP, increases healing by 5%.
o At level 50: every second consumes 6% HP, increases healing by 30%.
o Limited up to level 50.


[Main Class Knight]
Enhanced Armor
· Old
o At level 1: 300 seconds, increases physical defense by 5%.
o At level 58: 300 seconds, increases physical defense by 63%.
o Old cost: 20MP
· New
o At level 1: 300 seconds, increases physical defense by 5%.
o At level 50: 300 seconds, increases physical defense by 63%.
o Limited up to level 50.
o New cost: 3%+20MP
·
o 3%+


Shield of Atonement
· Old cost: 6MP
· New cost: 2%+6MP


Shackles of Light
· Old cost: 24MP
New cost: 1%+24MP



Shackles of Light
· Old cost: 49MP
· New cost: 1%+49MP


Shackles of Light
· Old cost: 73MP
· New cost: 1%+73MP


Shock
· Old cost: 25MP
· New cost: 1%+25MP


Disarmament
· Old cost: 20MP
· New cost: 1%+20MP


Resolution
· Old
o At level 1: 60 seconds, increases maximum HP by 300.
o At level 58: 60 seconds, increases maximum HP by 2040.
o Old cost: 120MP
· New
o At level 1: 60 seconds, increases maximum HP by 1%+350. and restores 1%+350 HP.
o At level 58: 60 seconds, increases maximum HP by 6.2%+2177. and restores 6.2%+2177 HP.
o New cost: 3%+120MP


Charge
· New
o Added to description that effect on players is decreased.








Threaten
· Old
o At level 1: increases Aggro by 20%.
o At level 58: increases Aggro by 136%.
o Old cost: 30MP
o
· New
o At level 1: increases Aggro by 21%.
o At level 50: increases Aggro by 136.5%.
o Limited up to level 50.
o New cost: 1%+30MP


Shield of Truth
· Old cost: 150MP
· New cost: 2%+150MP


Whirlwind Shield
· Old cost: 20MP
· New cost: 1%+20MP


Holy Strike
· Old cost: 15MP
· New cost: 1%+15MP


Resilience
· Old
o At level 1: stamina increased by 10.
o At level 58: stamina increased by 68.
· New
o At level 1: stamina increased by 1%+10.
o At level 58: stamina increased by 6.2%+68.


Shield Mastery
· Old
o At level 1: increases shield's physical defense 5%.
o At level 58: increases shield's physical defense 63%.
· New
o At level 1: increases shield's physical defense 5%.
o At level 50: increases shield's physical defense 63%.
o Limited up to level 50.



Devotion
· Old
o At level 1: maximum MP increases by 30.
o At level 58: maximum MP increases by 900.
· New
o At level 1: maximum MP increases by 1%+30.
o At level 58: maximum MP increases by 6.2%+900.


Shield of Valor
· Old
o At level 1: 15 seconds, resists 5% physical attack.
o At level 58: 15 seconds, resists 19.5% physical attack.
o Old cost: 30MP
· New
o At level 1: 15 seconds, resists 5% physical damage.
o At level 50: 15 seconds, resists 20% physical damage.
o Limited up to level 50.
·
o New cost: 2%+30MP


Hatred Strike
· Old
o At level 1: 15 seconds, every attack Aggro increases by 10%.
o At level 58: 15 seconds, every attack Aggro increases by 68%.
o Old cost: 50MP
· New
o At level 1: 15 seconds, every attack Aggro increases by 10%.
o At level 50: 15 seconds, every attack Aggro increases by 70%.
o Limited up to level 50.
·
o New cost: 1%+50MP


Shield of Discipline
· Old
o At level 1: 30 seconds, blocks 5% magical damage.
o At level 58: 30 seconds, blocks 63% magical damage.
o Old cost: 99MP
· New
o At level 1: 30 seconds, blocks 5% magical damage.
o At level 58: 30 seconds, blocks 63% magical damage.
o 3. Limited up to level 50.
·
o New cost: 2%+99MP




Hall of Dead Heroes
· Old
o If you die within 10 minutes, all party members in range will receive a 30 seconds buff that absorbs 800 damage and increases movement speed by 10%.
· New
o After use, all party members within range will receive the Hall of Dead Heroes effect. If any party member with the Hall of Dead Heroes effect dies, the other group member with this effect will receive protection. Physical damage decreased by 5%, magical damage decreased by 5%, and movement speed increased by 30%.


[Main Class Warden]

Power of the Oak
· Old effect time: 600 seconds, changed to 900 seconds.
Protection of Nature
· Old effect time: 600 seconds, changed to 900 seconds.


Briar Shield
· Old
o At level 1: 300 seconds, when physically attacked can reflect 5 damage.
o At level 58: 300 seconds, when physically attacked can reflect 80 damage.
o Old cost: 30MP
· New
o At level 1: 900 seconds, when physically attacked can reflect 1% main hand weapon DPS damage.
o At level 50: 900 seconds, when physically attacked can reflect 5% main hand weapon DPS damage.
o Limited up to level 50.
·
o New cost: 1%+30MP


Movement Restriction
· Old
o At level 1: 3 seconds, makes your target unable to move.
o At level 58: 10 seconds, makes your target unable to move.
o Old cost: 45MP
· New
o At level 1: 3 seconds, makes your target unable to move.
o At level 50: 10.1 seconds, makes your target unable to move.
o Limited up to level 50.
o Added to description that effect on players is decreased.
·
o New cost: 2%+45MP


Power of the Wood Spirit
· Old cost: 15MP
· New cost: 1%+15MP


Cross Chop
· Old cost: 50MP
· New cost: 2%+50MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Heart of the Oak
· Old
o At level 1: temporarily increases maximum HP by 50.
o At level 58: temporarily increases maximum HP by 746.
o Old cost: 55MP
· New
o At level 1: temporarily increases maximum HP by 1%+50.
o At level 58: temporarily increases maximum HP by 3.9%+746.
·
o New cost: 2%+55MP


Thorny Vine
· Old cost: 30MP
· New cost: 1%+30MP


Frantic Briar
· Old cost: 70MP
· New cost: 3%+70MP


Elven Amulet
· Old cost: 150MP
· New cost: 2%+150MP


Elven Guidance
· Old cost: 30MP
· New cost: 1%+30MP



Banish
· Old cost: 50MP
· New cost: 2%+50MP


Explosion of Power
· Old cost: 50MP
· New cost: 1%+50MP


Power of the Oak
· Old cost: 55MP
· New cost: 2%+55MP


Damage Transfer
· Old cost: 30MP
· New cost: 2%+30MP


Elven Prayer
· Old cost: 20MP
· New cost: 1%+20MP


Protection of Nature
· Old cost: 55MP
· New cost: 2%+55MP


Savage Power
· Old cost: 40MP
· New cost: 1%+40MP


[Main Class Druid]

Mother Earth's Protection
· Old cost: 100MP
· New cost: 3%+100MP


Mother Earth's Fountain
· Old cost: 60MP
· New cost: 2%+60MP


Rockslide
· Old cost: 25MP
· New cost: 1%+25MP


Restore Life
· Old cost: 40MP
· New cost: 1%+40MP


Blossoming Life
· Old cost: 35MP
· New cost: 1%+35MP


Recover
· Old cost: 55MP
· New cost: 2%+55MP


Savage Blessing
· Old cost: 35MP
· New cost: 1%+35MP


Body Vitalization
· Old cost: 100MP
· New cost: 1%+100MP


Purify
· Old cost: 150MP
· New cost: 1%+150MP


Antidote
· Old cost: 150MP
· New cost: 1%+150MP


Spirit Guidance
· Old cost: 200MP
· New cost: 1%+200MP



Rebirth
· Old cost: 150MP
· New cost: 1%+150MP


Earth Arrow
· Old cost: 12MP
· New cost: 1%+12MP


Briar Entwinement
· Old cost: 15MP
· New cost: 1%+15MP


Earth Pulse
· Old cost: 40MP
· New cost: 2%+40MP


Binding Silence
· Old cost: 100MP
· New cost: 1%+100MP


Summon Sandstorm
· Old cost: 70MP
· New cost: 3%+70MP


Rock Protection
· Old
o During effect, unable to move, unable to attack and cast.
o Old cost: 60MP
· New
o During effect, unable to attack and cast.
·
o New cost: 2%+60MP


Withering Seed
· Old cost: 50MP
· New cost: 1%+50MP




Weakening Seed
· Old cost: 50MP
· New cost: 1%+50MP


Unity with Mother Earth
· Old
o For 10 seconds, spells will not consume Nature's Power.
· New
o For 20 seconds, spells will not consume Nature's Power.


Knowledge of Nature
· Old
o At level 1: permanently increases your wisdom by 10.
o At level 58: permanently increases your wisdom by 68.
· New
o At level 1: permanently increases your wisdom by 1%+10.
o At level 58: permanently increases your wisdom by 6.2%+68.


Knowledge of the Earth
· Old
o At level 1: permanently increases your Earth magical damage 5 and Earth resistance 2.
o At level 58: permanently increases your Earth magical damage 63 and Earth resistance 25.2.
· New
o Limited up to level 50.
o At level 1: permanently increases your Earth magical damage 5 and Earth resistance 2.
o At level 50: permanently increases your Earth magical damage 63 and Earth resistance 25.2.


Curing Seed
· Old
o At level 1: increases target's received healing by 5%, for 30 seconds, and generates 2 points of Nature's Power.
o At level 58: increases target's received healing by 19.5%, for 30 seconds, and generates 2 points of Nature's Power.
o Old cost: 50MP
· New
o Limited up to level 50.
At level 1: increases target's received healing by 5%, for 30 seconds, and generates 2 points of Nature’s Power.
o At level 50: increases target's received healing 20, for 30 seconds, and generates 2 points of Nature's Power.
·
o New cost: 1%+50MP


Concentration Prayer
· Old
o At level 1: increases every party members' wisdom 10, for 600 seconds.
o At level 58: increases every party members' wisdom 68, for 600 seconds.
o Old cost: 35MP
· New
o At level 1: increases every party members' wisdom 1%+10, for 600 seconds.
o At level 58: increases every party members' wisdom 3.9%+68, for 600 seconds.
·
o New cost: 1%+35MP


Pure Healing
· Old
o At level 1: permanently increases healing by 5%.
o At level 58: permanently increases healing by 34%.
· New
o Limited up to level 50.
o At level 1: permanently increases healing by 5%.
· At level 50: permanently increases healing by 35%.


Mother Nature's Wrath
· Old
o Cooldown: 10 seconds
o Old cost: 65MP
· New
o Cooldown: 15 seconds
·
o New cost: 3%+65MP


Elite Skills Balancing
Class [Warrior+Priest]


Magic Barrier
· Old cost: 120MP
· New cost: 3%+120MP



Barbarian Battle Cry
· Old cost: 30MP
· New cost: 1%+30MP


Class [Warrior+Mage]
Sense of Danger
· Old cost: 50MP
· New cost: 1%+50MP


Thunder Sword
· Old cost: 30MP
· New cost: 1%+30MP


Lightning's Touch
· Old cost: 30MP
· New cost: 1%+30MP


Electric Attack
· Old cost: 40MP
· New cost: 8%+40MP


Lava Weapon
· Old cost: 40MP
· New cost: 8%+40MP


Class [Warrior+ Knight]
Throw Shield
· Old cost: 30MP
· New cost: 1%+30MP


Blocking Stance
· Old cost: 20MP
· New cost: 1%+20MP




Shield Bash
· Old cost: 30MP
· New cost: 1%+30MP


Class [Warrior+Warden]
Attack Weakener
· Old cost: 35MP
· New cost: 1%+35MP


Savage Whirlwind
· Old cost: 30MP
· New cost: 1%+30MP


Battle Creed
· Old cost: 30MP
· New cost: 1%+30MP


Air Tremor
· Old cost: 40MP
· New cost: 10%+40MP


Class [Warrior+Druid]
Rose Vine
· Old cost: 30MP
· New cost: 1%+30MP


Tremor
· Old cost: 40MP
· New cost: 1%+40MP


Guardian's Pledge
· Old cost: 30MP
· New cost: 3%+30MP




Remove Magic
· Old cost: 150MP
· New cost: 1%+150MP


Stifle
· Old cost: 25MP
· New cost: 1%+25MP


Resistance
· Fixed problem that occurred after resisting an attack:
If resistance effect has ended, resistance will not trigger again.


Class [Scout+Rogue]
Lasso
· Old
o At level 1: throws a lasso, makes target immobile for 10 seconds, target suffers attack then effect disappears.
o At level 58: throws a lasso, makes target immobile for 33.2 seconds, target suffers attack then effect disappears.
· New
o Limited up to level 50.
o At level 1: throws a lasso, makes target immobile for 10 seconds, target suffers attack then effect disappears.
o At level 50: throws a lasso, makes target immobile for 30 seconds, target suffers attack then effect disappears.
o Added to description that effect on players is decreased.


Class [Scout+Priest]
Spiritual Leader
· Old cost: 40MP
· New cost: 3%+40MP


Purifying Shot
· Old cost: 150MP
· New cost: 1%+150MP




Mana Arrows
· Old cost: 30MP
· New cost: 1%+30MP


Class [Scout+Mage]
Blazing Energy
· Old cost: 30MP
· New cost: 1%+30MP


Purifying Arrow
· Old cost: 150MP
· New cost: 1%+150MP


Ignite
· Old cost: 30MP
· New cost: 5%+30MP


Gone with the Wind
· Old cost: 30MP
· New cost: 2%+30MP


Cursed Arrow
· Old cost: 30MP
· New cost: 1%+30MP


Class [Scout+Knight]
Healing Shot
· Old cost: 20MP
· New cost: 1%+20MP


Repelling Arrow
· Old cost: 30MP
· New cost: 1%+30MP




Mana Conversion
· Old cost: 50MP
· New cost: 5%+50MP


Enhanced Armor
· Old cost: 20MP
· New cost: 3%+20MP


Disarmament
· Old cost: 20MP
· New cost: 1%+20MP


Class [Scout+Warden]
Thorn Arrow
· Old cost: 30MP
· New cost: 1%+30MP


Entling Offering
· Old cost: 200MP
· New cost: 1%+200MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Hide Scent
· Old cost: 150MP
· New cost: 2%+150MP


Gryphon Bash
· Old cost: 50MP
· New cost: 10%+50MP





Class [Scout+Druid]
Curse Breaker
· Old cost: 100MP
· New cost: 1%+100MP


Unbinding Magic
· Old cost: 100MP
· New cost: 1%+100MP


Class [Rogue+Priest]
Quickness Aura
· Old cost: 30MP
· New cost: 3%+30MP


Fearless
· Old cost: 40MP
· New cost: 1%+40MP


Magic Barrier
· Old cost: 120MP
· New cost: 3%+120MP


Class [Rogue+Mage]
Poison Trap
· Old cost: 30MP
· New cost: 2%+30MP


Booby Trap
· Old cost: 40MP
· New cost: 2%+40MP


Paralyzing Trap
· Old cost: 20MP
· New cost: 2%+20MP



Magic Breaker
· Old cost: 200MP
· New cost: 1%+200MP


Trap Master
· Old cost: 50MP
· New cost: 5%+50MP


Class [Rogue+Knight]
Holy Light Protection
· Old cost: 30MP
· New cost: 1%+30MP


Poison Protection
· Old cost: 30MP
· New cost: 1%+30MP


Lion's Protection
· Old cost: 30MP
· New cost: 1%+30MP


Disarmament
· Old cost: 20MP
· New cost: 1%+20MP


Courageous Guard
· Old cost: 100MP
· New cost: 3%+100MP


Searing Light
· Old cost: 40MP
· New cost: 8%+40MP





Class [Rogue+Warden]
Weak Point Strike
· Old cost: 30MP
· New cost: 1%+30MP


Bloodthirsty Blade
· Old cost: 30MP
· New cost: 3%+30MP


Power of the Wood Spirit
· Old cost: 15MP
· New cost: 1%+15MP


Class [Rogue+Druid]
Hysteric Vengeance
· Old cost: 50MP
· New cost: 1%+50MP


Antidote
· Old cost: 150MP
· New cost: 1%+150MP


Slaughter Blessing
· Old cost: 25MP
· New cost: 3%+25MP


Class [Mage+Warrior]
Enhanced Intensification
· Old
o Increases your next 3 magical attacks' magical damage, and during effect duration increases magical critical damage until all charges have been used.
· New
o Increases magical damage, and additionally increases magical critical damage.





Activate Mana
· Old cost: 80MP
· New cost: 5%+80MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Plasma Arrow
· Old cost: 15MP
· New cost: 1%+15MP


Class [Mage+Scout]
Fire Rose
· Old cost: 35MP
· New cost: 1%+35MP


Fire Rose Explosion
· Old cost: 45MP
· New cost: 3%+45MP


Fire Arrow
· Old cost: 30MP
· New cost: 1%+30MP


Flame Spirit
· Old cost: 250MP
· New cost: 1%+250MP


Flame of Fire
· Old cost: 60MP
· New cost: 1%+60MP


Power of the Wind
· Old cost: 30MP
· New cost: 1%+30MP


Class [Mage+Rogue]
Kiss of the Vampire
· Old cost: 40MP
· New cost: 1%+40MP


Fang Ritual
· Old cost: 30MP
· New cost: 1%+30MP
· Fixed: It will no longer disappear when energy runs out.


Distract
· Old cost: 70MP
o New cost: 2%+70MP


Shadow Protection
· Old cost: 60MP
· New cost: 1%+60MP


Class [Mage+Priest]
Essence of Magic
· Old cost: 35MP
· New cost: 2%+35MP


Rising Tide
· Old cost: 30MP
· New cost: 1%+30MP


Purify; removes Curses from the target.
· Old cost: 150MP
· New cost: 1%+150MP


Purify; removes Curses and Harmful Effects from the target.
· Old cost: 150MP
· New cost: 1%+150MP




Holy Aura
· Old cost: 80MP
· New cost: 5%+80MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Plasma Arrow
· Old cost: 15MP
· New cost: 1%+15MP


Magic Drain
· Old cost: 30MP
· New cost: 10%+30MP


Class [Mage+Knight]
Stars of Light
· Old cost: 30MP
· New cost: 1%+30MP


Holy Light Strike
· Old cost: 15MP
· New cost: 2%+15MP


Messenger of Light
· Old cost: 30MP
· New cost: 1%+30MP


Light Charge
· Old cost: 30MP
· New cost: 1%+30MP


Energy Influx
· Old cost: 45MP
· New cost: 1%+45MP


Class [Mage+Warden]
Earth Surge
· Old cost: 20MP
· New cost: 1%+20MP


Absence
· Old cost: 50MP
· New cost: 1%+50MP


Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Earth Groaning Wind Blade
· Old cost: 30MP
· New cost: 2%+30MP


Earth Scepter
· Old cost: 30MP
· New cost: 1%+30MP


Elven Amulet
· Old cost: 150MP
· New cost: 2%+150MP


Earth Marking
· Old cost: 200MP
· New cost: 5%+200MP


Class [Mage+Druid]
Perception
· Old cost: 100MP
· New cost: 1%+100MP




Magic Target
· Old cost: 100MP
· New cost: 1%+100MP


Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Flame
· Old cost: 20MP
· New cost: 3%+20MP


Mother Earth's Protection
· Old cost: 100MP
· New cost: 3%+100MP


Magma Blade
· Old cost: 30MP
· New cost: 2%+30MP


Elven Mystic
· Old cost: 300MP
· New cost: 10%+300MP


Earth Pulse
· Old cost: 40MP
· New cost: 2%+40MP


Class [Priest+Warrior]
Explosion of Fighting Spirit
· Old cost: 15MP
· New cost: 2%+15MP


Fighting Spirit Combination
· Old cost: 30MP
· New cost: 1%+30MP


Battle Monk Stance
· Old cost: 20MP
· New cost: 1%+20MP


Power Build-Up
· Old cost: 40MP
· New cost: 2%+40MP


Fire Fairy
· Old cost: 250MP
· New cost: 3%+250MP


Class [Priest+Scout]
Embrace of the Water Spirit
· Old cost: 100MP
· New cost: 3%+100MP


Wave Armor
· Old
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 1355 damage.
o Old cost: 60MP
· New
o At level 1: 60 seconds, casts a shield of holy spring water, can resist 50 damage, and reduces own received physical damage and received magical damage by 1%.
o At level 58: 60 seconds, casts a shield of holy spring water, can resist 50 damage, and reduces own received physical damage and received magical damage 6.2%.
·
o New cost: 1%+60MP


Rising Tide
· Old cost: 20MP
· New cost: 1%+20MP




Rising Tide - Level 50 elite skill
· Old cost: 20MP
· New cost: 1%+20MP


Curing Shot
· Old cost: 120MP
· New cost: 2%+120MP


Ice Blade
· Old cost: 30MP
· New cost: 1%+30MP


Heal
· Old cost: 40MP
· New cost: 3%+40MP


Water Fairy
· Old cost: 250MP
· New cost: 3%+250MP


Class [Priest+Rogue]
Purge
· Old cost: 200MP
· New cost: 1%+200MP


Shadow Fury
· Old cost: 100MP
· New cost: 3%+100MP


Shadow Fairy
· Old cost: 250MP
· New cost: 3%+250MP





Class [Priest+Mage]
Freeze
· Old
o Limited up to level 100.
o At level 1: freezes 10 seconds.
o At level 58: freezes 33 seconds.
o Old cost: 35MP
· New
o Limited up to level 50.
o At level 1: freezes 10 seconds.


o At level 50: freezes 30 seconds.



o New cost: 1%+35MP


Angel's Blessing
· Old cost: 100MP
· New cost: 3%+100MP


Remove Curse
· Old cost: 150MP
· New cost: 1%+150MP


Lightning
· Old cost: 20MP
· New cost: 1%+20MP


Heal
· Old cost: 40MP
· New cost: 3%+40MP


Icewind Blade
· Old cost: 20MP
· New cost: 2%+20MP


Wind Fairy
· Old cost: 250MP
· New cost: 3%+250MP




Class [Priest+Knight]
Urgent Heal
· Old cost: 25MP
· New cost: 2%+25MP


Divine Incarnation
· Old cost: 30MP
· New cost: 3%+30MP


Last Prayer
· Old cost: 30MP
· New cost: 2%+30MP


Grace of Life
· Old
o At level 1: 1800 seconds, increases party members maximum HP and maximum MP by 50.
o At level 58: 1800 seconds, increases party members maximum HP and maximum MP by 804.
o Old cost: 100MP
· New
o At level 1: 1800 seconds, increases maximum HP 1%+50.
o At level 58: 1800 seconds, increases maximum HP 6.2%+804.
·
o New cost: 2%+100MP


Calm Heart
· Old cost: 30MP
o New cost: 1%+30MP


Holy Power
· Old cost: 40MP
· New cost: 2%+40MP


Light Fairy
· Old cost: 250MP
· New cost: 3%+250MP


Class [Knight+Warrior]
Whirlwind Shield
· Old cost: 20MP
· New cost: 1%+20MP


o


Class [Knight+Scout]
Holy Strike
· Old cost: 15MP
· New cost: 1%+15MP


Holy Chains
· Old cost: 20MP
· New cost: 1%+20MP


Sacred Protection
· Old cost: 60MP
· New cost: 3%+60MP



Class [Knight+Rogue]
Smash
· Old
o At level 1: causes 80 damage.
o At level 58: causes 1704 damage.
o This skill consumes 5 HP.
· New
o At level 1: causes (90%+0.2*Sta) physical damage.
o At level 58: causes (1656%+0.4*Sta) physical damage.
o This skill consumes 7 HP.


Crazy Blades
· Old cost: 20MP
· New cost: 2%+20MP


Holy Strike
· Old cost: 15MP
· New cost: 1%+15MP


Class [Knight+Mage]
Holy Light Domain
· Old cost: 30MP
· New cost: 2%+30MP


Lightning Armor
· Old cost: 30MP
· New cost: 1%+30MP


Whirlwind Shield
· Old cost: 20MP
· New cost: 1%+20MP


War Prayer
· Old cost: 30MP
· New cost: 1%+30MP


Class [Knight+Priest]
Free Will
· Old cost: 30MP
· New cost: 1%+30MP


Holy Light's Fury
· Old cost: 30MP
· New cost: 1%+30MP


Holy Smite
· Old cost: 30MP
· New cost: 2%+30MP


Holy Protection
· Old cost: 30MP
· New cost: 1%+30MP






Resolution
· Old cost: 120MP
· New cost: 3%+120MP


Holy Illumination
· Old cost: 50MP
· New cost: 5%+50MP


Great Inspiration
· Fixed description.


Class [Warden+Warrior]
Savage Power
· Old cost: 40MP
· New cost: 1%+40MP


Will Attack
· Old cost: 20MP
· New cost: 1%+20MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Restraint
· Old Warden-warrior elite skill Restraint's effect on players does not decrease.
Added lower effectivity against players.


Class [Warden+Scout]
Elven Guidance
· Old cost: 30MP
· New cost: 1%+30MP


Secret Agreement
· Old
o At level 1: master enters fight weapon damage increases by 5, centaur physical damage increases by 5.
o At level 58: master enters fight weapon damage increases by 19.5, centaur physical damage increases by 39.8.
· New
o At level 1: master enters fight weapon damage increases by 5, centaur physical damage increases by 5.
o At level 50: master enters fight weapon damage increases by 20, centaur physical damage increases by 40.


Class [Warden+Rogue]
Thorny Vine
· Old cost: 30MP
· New cost: 1%+30MP


Power of the Wood Spirit
· Old cost: 15MP
· New cost: 1%+15MP


Charged Chop
· Old cost: 20MP
· New cost: 2%+20MP


Class [Warden+Mage]
Wind Chop
· Old cost: 20MP
· New cost: 1%+20MP


Oak Blessing
· Heart of the Oak, Old
o At level 1: temporarily increases maximum HP by 50.
o At level 58: temporarily increases maximum HP by 746.
· Heart of the Oak, New
o At level 1: temporarily increases maximum HP by 1%+50.
o At level 58: temporarily increases maximum HP by 5.6%+1260.
· Old cost: 55MP
o New cost: 2%+55MP


Nature's Revenge
· Old cost: 35MP
· New cost: 1%+35MP


Class [Warden+Druid]
Dispel Curse
· Old cost: 50MP
· New cost: 1%+50MP


Earth Spirit Essence
· Old cost: 30MP
· New cost: 8%+30MP


Beam Attack
· Old cost: 25MP
· New cost: 1%+25MP


Elven Prayer
· Old cost: 20MP
· New cost: 2%+20MP


Blade of Protection
· Old cost: 20MP
· New cost: 1%+20MP


Natural Spring
· Old: can trigger again after 15 seconds.
· Now changed to 20 seconds.


Class [Druid+Warrior]
Glory Wand
· Old cost: 25MP
· New cost: 1%+25MP


Heart Piercing
· Old cost: 20MP
· New cost: 1%+20MP


Awakening of the Wild
· Old cost: 30MP
· New cost: 3%+30MP


Class [Druid+Scout]
Camellia Flower
· Old cost: 25MP
· New cost: 3%+25MP
Recover
· Old cost: 55MP
· New cost: 3%+55MP


Group Exorcism
· Old cost: 70MP
· New cost: 2%+70MP


Class [Druid+Rogue]
Magic Turmoil
· Old cost: 30MP
· New cost: 1%+30MP


Withering Seed
· Old cost: 50MP
· New cost: 1%+50MP




Weakening Seed
· Old cost: 50MP
· New cost: 1%+50MP


Necrotic Wound
· Fixed debuff counter.


Class [Druid+Mage]
Earth Chain
· Old cost: 35MP
· New cost: 3%+35MP


Spring of Blessings
· Old cost: 50MP
· New cost: 2%+50MP


Shield of Light
· Old cost: 70MP
· New cost: 2%+70MP


Fireball
· Old cost: 30MP
· New cost: 1%+30MP


Rock Protection
· Old cost: 60MP
· New cost: 2%+60MP


Summer Banquet
· Old cost: 30MP
· New cost: 5%+30MP






Mother Nature's Wrath
· Old cost: 65MP
· New cost: 3%+65MP


Class [Druid+Warden]
Briar Shield
· Old cost: 30MP
· New cost: 1%+30MP


Rockslide
· Old cost: 25MP
· New cost: 1%+25MP


Recover
· Old cost: 55MP
· New cost: 3%+55MP


Healing Ripple
· Old cost: 30MP
· New cost: 2%+30MP


Mysterious Grace
· Old cost: 100MP
· New cost: 3%+100MP


Spirit of Life
· Old cost: 50MP
· New cost: 8%+50MP