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Heroes of Arkesia,

Welcome to the Ends of the Abyss.

This update features the epic conclusion to the Kazeros storyline, balance changes, Guardian Raid improvements, Paradise Season 3, and more. Downtime will begin on March 11 at 12AM PT (7AM UTC) and is expected to last 7 hours. Read on for the full list of new content, events, store offerings, and other changes below.

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Facing the Ends of the Abyss

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The “Facing the Ends of the Abyss” Questline delivers a pivotal conclusion to the story that has unfolded thus far, featuring numerous cinematic sequences and major narrative developments.

The background music and sound design prepared for each scene further enhance the emotional impact of the presentation. For the best experience, we recommend playing with sound enabled.

The final story quest, titled “One Who Confronted Abyss’s End” is a continuation of the story directly after the last cutscene in Kazeros Denouement, and features a final battle against Kazeros in Petrania. Due to the many sequences that play throughout the episode, progression may take a considerable amount of time. Please ensure you have sufficient time available before starting. Adventurers who wish to fully enjoy the cinematics are advised to check that the Auto-Skip Cutscenes setting is configured as intended before beginning.

Quest Prerequisite
  • Item Level 1680+

  • Connected Duty Quest

  • The Path of Destiny Episode

Progressing through “Facing the Ends of the Abyss” will complete the main quest “Inherited Will.”
  • Upon completing this stage, four Elgacia after-story quests and certain Luterra normal quests will also be completed automatically.

  • Some items included in the Willful Chest for the Heir, a reward for completing Inherited Will, can only be obtained once per roster.

New Jukebox songs, Guide Quest "Guides: Facing the Ends of the Abyss," achievements and title, Knowledge Transfer, and location, Triport Vista to the South Vern, will also be available.

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Guardian Raid Improvements

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We’ve made the following improvements to Guardian Raids for player convenience:

  • The limit on character revivals has been removed.

    • In the Trial Guardian Raid Hanumatan, the existing limit of 3 revivals will still apply.

  • Target Information UI has been added for Guardians.

    • Target Information UI refers to the monster HP bar displayed at the top center of the screen.

    • This UI is not available in the Trial Guardian Raid Hanumatan.

  • Guardian locations are now always displayed on the minimap.

  • Guardians will no longer move between areas.

  • The combat zones of all Guardian Raid areas have been reduced, eliminating the need to track Guardians.

  • A Combat Support buff is now applied if there are no support-type class in the party during Guardian Raids.

  • The Guardian HP scaling applied to solo and 2-player runs has been slightly reduced. If the number of parties increases or decreases during the Guardian's raid, the Guardian's HP will automatically scale accordingly.

The existing Guardian Raids Trial of Vairgrys and Chaos Guardian Purification have been merged into Guardian Trials.

  • Guardians previously under Chaos Guardian Purification have been reassigned to Guardian Trials Stages 7 and 8.

  • The naming of Guardian Raid–related Special Dispatch missions has been unified from Trial/Purification to Trial.

  • The HP of the following Guardians has been adjusted: Sonavel, Gargadeth, Veskal, Argeos.

Guardian Raid Difficulty Improvements
  • All Guardians appearing in Guardian Raids now use a Stagger system.

    • While staggered, Guardians take slightly increased damage.

    • Each successful stagger permanently increases the damage the Guardian takes, with a stackable debuff applied to them.

Battle Item Removal Due to Guardian Raid Changes
  • With the Guardian Raid convenience improvements, the following Battle Items are no longer usable: Flares, Brilliant Flares, Pheromone Essence, Repair Shop Portal Scroll.

  • With the removal of Flares and Pheromone Essence, using the Battle Item Support feature will now grant Awakening Potions and Swiftness Robes instead.

  • As certain Battle Items are no longer usable, Battle Item rewards from some quests and jump-start completions have been adjusted.

  • Crafting recipes related to the removed Battle Items have also been removed.

  • Previously owned, now removed Battle Items have been converted and delivered to the Universal Storage at the following rates:

    • Roster Bound Battle Item

      • Flares / Brilliant Flares / Pheromone Essence: 1 Functional Battle Item Chest per 5 items.

      • Repair Shop Portal Scrolls: 1 Functional Battle Item Chest per scroll.

    • Tradeable Battle Item

      • Flares / Brilliant Flares: 1 Functional Battle Item Chest per 10 items.

      • Pheromone Essence: 1 Functional Battle Item Chest per 5 items.

      • Repair Shop Portal Scrolls: 1 Functional Battle Item Chest per scroll.

  • With Flares no longer usable, the achievement “Third Eye” has been changed.

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New Events and Rewards

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Paradise Season 3
  • Paradise Entrance level change: 1580 to 1640.

  • Skill Recommendations will be added to Paradise.

  • Previous Season Resonance effects are removed and total 6 new Resonance effects (one for each legacy gear) have been introduced.

  • Each Resonance effect will be available when the restoration rank reaches rank 9.

The Resonance System will be changed:

  • The existing Resonance system will now include the new concept of Breakthrough.

  • The hexagonal board has its own grade tiers, and it will be upgraded immediately once specific conditions are met (Breakthrough).

  • Breakthrough condition: Achieve SS on 2 or more parts.

  • There are a total of 16 board grades:

    • Bronze III ~ I, Silver III ~ I, Gold III ~ I, Platinum III ~ I, Diamond III ~ I, Sidereal (Final / Graduation)

The basic mechanism remains the same: among the six elements, two are selected and can either increase, decrease, or remain the same.

  • There are Great Success +2 Grades, Success +1 Grade, Failure No Change, and Great Failure −1 Grade.

The system is being changed so that each Legacy’s Resonance effect can now be grown individually.

  • The previous categories (Damage / Time / Space / Release / Singularity / Distortion) have been removed.

  • As the overall Resonance grade of the board increases, the skill grade of each Resonance effect also grows.

  • When the Resonance grade reaches Bronze / Gold / Diamond Breakthrough tiers, the skill visuals will also evolve accordingly.

  • 2 new Orbs will be included.

  • Battle experience in some Hell stages will be improved. (For example, Mobs are currently too scattered.)

  • The Paradise mood will be modified.

Guardianknight Challenge

The Guardianknight Challenge is a new progression event built to augment the ongoing Challenge Express event. While it's built to go hand-in-hand with the Challenge Express, it can be designated on a different character at Item Level 1680 or above. For this event, there is no Item Level cap for character designation. This event will be available following maintenance until May 13.

The Guardianknight Challenge layers in many additional progression materials to help boost the designated character through two main vectors: Item Level Complete rewards and Mission Rewards.

Every 10 Item Levels from 1680 - 1730 will grant a cache of rewards, and clearing endgame raids (Act 3, Act 4, and Final Act) will help complete missions that grant additional progression rewards.

Tier Mission Rewards

  • Tier 1 Mission: Reach item level 1680.

    • Reward: Challenge Honing Material Chest II, Karma's Shadow Chest, Processed Destiny Stone (20).

  • Tier 2 Mission: Reach item level 1690.

    • Reward: Challenge Honing Material Chest II, Radiant Artisan's Metallurgy Selection Chest, Radiant Artisan's Tailoring Selection Chest.

  • Tier 3 Mission: Reach item level 1700.

    • Reward: Challenge Honing Material Chest II, Legendary Core Selection Chest, Rare - Epic Astrogem Chest (Event), T4 Ancient Bracelet Chest, [Event] Metallurgy Selection Chest IV, [Event] Tailoring Selection Chest IV.

  • Tier 4 Mission: Reach item level 1710.

    • Reward: Challenge Honing Material Chest II, Legendary Core Selection Chest, Rare - Epic Astrogem Chest (Event), T4 Ancient Bracelet Chest, Relic Engraving Recipe Random Pouch.

  • Tier 5 Mission: Reach item level 1720.

    • Reward: Challenge Honing Material Chest II. Rare - Epic Astrogem Chest (Event), Adventurer's Thick Gold Bar (Bound).

  • Tier 6 Mission: Reach item level 1730.

    • Reward: Challenge Honing Material Chest II, T4 Ancient Bracelet Chest, Epic Astrogem Selection Chest.

Event Mission Rewards

  • Darkness Missions

    • Clear Act 3 Gates to receive Tempering: Thunder Globe. Tempering: Thunder Globes will be granted for your first six completions.

  • Devastation Missions

    • Clear Act 4 Gates to receive the following Character-Bound rewards upon each completion, starting with the first:

      • Uncommon - Epic Astrogem Chest

      • Uncommon - Epic Astrogem Chest

      • Rare - Epic Astrogem Chest

      • Rare - Epic Astrogem Chest (Character-Bound)

  • Abyss Missions

    • Clear Final Act Gates to receive the following Character-Bound rewards upon each completion, starting with the first:

      • Astrogem Processing Option Refresh Ticket

      • Astrogem Processing Reset Ticket

Aldebaran Event Shop

A spring event shop with a variety of valuable rewards and progression materials. Clear Chaos Dungeon/Kurzan Front and Guardian Raids to earn event tokens. From event feast tokens to Astrogems, Cards, Honing Materials and much more, the Aldebaran Event Shop is full of highly desirable items.

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Store Showcase

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Squad up in this collection of sleek cybernetic armor, weapons, mounts, and pets.

Amidst the uncertainty of what happens after Kazeros, you can guarantee these red, black, and silver skins will never go out of style. What will you wear to usher in a new age?
Squad Cosmetics

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General Updates

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Raid Adjustments

  • Kazeros Raid – “Denouement: Final Day” Gate 1 - Normal / Hard / The First

    • Improved the visibility of attack telegraph effects when Abyssal Lord Kazeros uses certain AoE attack patterns after the combat area changes.

  • Kazeros Raid – “Denouement: Final Day” Gate 2 - Normal / Hard

    • When Archdemon Kazeros’ HP is fully depleted, the fight will now end immediately without triggering additional patterns.

    • Reduced the duration of the Abyssal Erosion debuff applied to characters during the fight.

    • During the pattern where Kazeros moves from the center outward while generating expanding mist zones, the mist zone will no longer apply damage immediately upon creation.

    • During the same expanding mist zone pattern, the explosion that occurs at the character’s location has been reduced from 2 times to 1 time.

    • In the pattern where Kazeros must be staggered consecutively after the ground is destroyed, the donut-shaped telekinetic attack that launches characters into the air has been adjusted.

    • After the second arena transition, slightly delayed the timing of the Clash Pattern that designates the target.

  • Kazeros Raid – “Denouement: Final Day” Gate 2 - Hard

    • Reduced the attack power of Incarnation of Death Kazeros.

    • During the pattern where players escape a telekinetic bind via a mini-game and then perform a Just Guard, Kazeros will now always move to the center before starting the pattern.

    • Reduced the stagger requirement during the pattern where Kazeros walks toward a rift summoned in the center and must be interrupted.

    • In the boss penalty gauge full pattern, characters will no longer be knocked back when hit by periodically generated orb explosions.

  • Kazeros Raid – “Denouement: Final Day” Gate 2 - Hard/The First

    • Improved the visibility of the directional ground telegraph effect during the pattern where Kazeros walks toward the central rift and must be interrupted.

  • Kazeros Raid – “Act 4: Fortress of Destruction” Gate 1 - Normal/Hard

    • Mitigated certain hit reactions and status effects applied by some patterns used by Mistress of Desire Echidna.

    • Reduced the number of projectiles generated in certain Echidna patterns.

    • Reduced the shield amount during the pattern where Echidna’s shield must be removed.

  • Kazeros Raid – “Act 4: Fortress of Destruction” Gate 2 - Normal/Hard

    • Reduced the HP of the Abyss-Infused Statue that appears during the fight.

  • Kazeros Raid – “Act 3: Night of Storms and Darkness” Gate 1 - Solo/Normal/Hard

    • When the HP of Thaemine or Infernas is fully depleted, the fight will now end immediately without triggering additional patterns.

Other

  • Guardianknight: Added Guardianknight craft skins.

  • Wandering Merchant: Added Wandering Merchant info to the Alert Setting.

  • Adventure Tome: Added Kazeros Raid Act 4 and Denouement to the Adventure Tome.

  • Gunlancer's Leap Attack - The icon in the tooltip displayed when hovering the cursor over the Low Shock Skill Tree has been changed to the icon of the Skill Tree itself.

  • Adventure Quest: Warm Wind Stays Under the Twilight: The major quest item can now only be obtained after completion.

  • Ancient Training Grounds: Added a progress tracker for training.

  • Ancient Training Grounds: Added a skill icon in the mini quest info window so players now can keep track of their objectives during the Path of the Practitioner: Specialty quest.

Content

  • Kazeros Raid Act 3: Night of Storms and Darkness: When players log in again while at the Battle Workshop Gate 3, they will now spawn at the Battle Workshop.

  • Reduced crafting time for Prime Oreha Fusion Materials.

  • The fusion materials below now cost less Action Energy and take less time to research.

    • Prime Oreha Fusion Material

    • Abidos Fusion Material

Items

  • Sooty Ores will no longer appear when mining in Vesper, the Cursed Land in South Kurzan.

  • Added a category name to the item tooltip of Kurzan Front Rest Bonus Recovery Brew.

  • Kazeros Raid Overture: Spiral of the Crimson Midnight Sun - Obsolete special honing materials (Metallurgy/Tailoring) will not be included in the clear rewards of Spiral of the Crimson Midnight Sun Gate 2 (Normal/Solo Mode).

  • Removed the acquisition text for Mount: Hypnotic Wings. This item is no longer available due to the achievement that unlocks it being taken out of the game.

  • Added a 1-second cooldown to food items with combat-related effects so players can visually recognize them being used.

  • Simplified the acquisition process for regular NPC-crafted items.

  • [Daily] Una's Task +1 will now be stored in your Inventory instead of Storage.

  • [Daily] Una's Task +1 can now be dismantled.

  • Codex will no longer fetch search results of obsolete Battle Items and materials exclusive to Kazeros Raids.

System

  • Hovering the cursor over Waymark Mission > Weekly Mission > Obtained Weekly Mission Points will open a tooltip that shows your mission points gained over the week.

  • Changed so you will be excluded from the Find Party queue (both joined and requested) upon entering Trixion Training Grounds.

  • Added guide text to the Transfer Guide displayed upon gear transfer about the condition where a gear item as well as changes in material gear can be lost.

Auction House/Market

  • Strength/Dexterity/Intelligence on a bracelet will now adaptively change when listed on the Auction House or given to a different character.

  • Auction House/Advanced Search Options: Bracelets will now be searchable based on their unified options instead of individual Strength/Dexterity/Intelligence stats in Other Advanced Options > Accessory Basic Effect.

  • Added an explanation to the Transaction Fee tooltip about how the transaction fee is calculated when listing multiple items on the Market at the same time.

Balance Changes

Berserker

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Skill

  • Hell Blade

    • Earth Flip

      • Before: After the finishing blow, thrust your sword deeper into the ground, inflicting +120% Base Damage.

      • After: Increased Perfect Zone size. On Perfect Zone hit, after the finishing blow, thrust your sword deeper into the ground, inflicting +120% Base Damage.

Ark Passive

  • Enlightenment - Cold Fury

    • Before: In Mayhem Mode, Damage to foes +6/12/18%.

    • After: In Mayhem Mode, Damage to foes +10/17/24%. On skill use, Rage duration +1.5s.

Ark Grid

  • Order Sun Core - Dark Power (14P)

    • Before: On Dark Rush use, Rage duration +3s. On Destiny activation, gain Destiny: Dark Power. Destiny: Dark Power: Dark Rush Damage +25%. This effect disappears after one use.

    • After: On Destiny activation, gain Destiny: Dark Power. Destiny: Dark Power: Dark Rush Damage +40%. This effect disappears after one use.

  • Order Sun Core - Dark Power (17P)

    • Before: Enhanced effectiveness for Destiny: Dark Power. Dark Rush always triggers Back Attack. The increased Damage is changed to 50/60%.

    • After: Enhanced effectiveness for Destiny: Dark Power. Dark Rush always triggers Back Attack. The increased Damage is changed to 70/77%.

Paladin
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Skill

  • Spin Slash

    • Damage -19.5% in PvE.

    • Gravitational Blow

      • Before: Increases the charge up time for the final attack. Inflicts +50% Damage.

      • After: Damage to foes +30%.

    • Strength Release

      • Before: Damage +58.6%. Damage +144% while in Sacred Executioner status.

      • After: Damage +58.6%. Damage +113.5% while in Sacred Executioner status.

    • Chain Attack

      • Before: Uses Spin Slash once more, inflicting additional Damage equal to 120% of total Damage.

      • After: Quickly attack to Spin Slash again, inflicting additional Damage equal to 120% of total Damage.

  • Sword Trace

    • Before: Creates an illusion where the sword was, inflicting additional Damage equal to 96% of total Damage.

    • After: Now hits only 1 time, but the sword creates its afterimage along its trajectory, inflicting additional Damage. AoE Radius +30%. Damage up to +96%. With Flexible Swordcraft, Casting Speed +10%.

  • Flash Thrust

    • Damage -31.5% in PvE.

    • Flash Focus (Previously: Changed Swordcraft)

      • Before: The last attack becomes a rising slash. Inflicts +335% Damage and knocks foes into the air.

      • After: Final blow launches right away, inflicting 200% of Base Damage. AoE Radius +30%. On hit, knocks foes away. With Excellent Mobility, Atk. Speed +10%. With Precise Swordcraft, Damage +48%. With Chain Attack, Damage +40%, and Casting Speed +20%.

  • Charge

    • Damage -31.5% in PvE.

    • Flash Breakthrough (Previously: Law of the Jungle)

      • Before: Perform a horizontal spinning slash after a charging stab attack. Inflicts +120% Damage. Ignores Collision with adventurers and normal monsters, and inflicts +240% Damage to Lesser and Ranked foes.

      • After: Charge instantly, inflicting +96% Damage. With Swift Fingers, Casting Speed +10%.

  • Flash Slash

    • Damage -9.2% in PvE.

    • Executioner (Previously: Vital Point Hit)

      • Before: Crit Rate +45%.

      • After: No longer performs a Back Attack. Damage to foes +20%.

  • Weak Point Detection (Previously: Quick Prep)

    • Before: On hit, cooldown is -1.8s per foe up to -9s.

    • After: Damage +96% to Push-Immune foes.

  • Strength Release

    • Before: Damage +58.6%. Damage +144% while in Sacred Executioner status.

    • After: Damage +58.6%. Damage +113.5% while in Sacred Executioner status.

  • Swift Swordcraft

    • Before: Changes to Normal Skill. Does not move forward while attacking. Decreases to 6 hits, but quickly slashes. Max Damage +90%.

    • After: Changes to Normal Skill. Does not move forward while attacking. Decreases to 6 hits, but quickly slashes. Max Damage +90%. AoE Radius +30%.

  • Punishment

    • Strength Release (Previously: Divine Punishment)

      • Before: Last attack inflicts +93.5 Damage to foes. While in Sacred Executioner status, +222.5 Damage.

      • After: Damage +58.6%. Damage +113.5% while in Sacred Executioner status.

    • Enhanced Strike (Previously: Piercing Sword)

      • Before: Last attack against Challenge or higher foes ignores all Defense by 84%.

      • After: Damage to foes +96%.

    • Law of the Jungle

      • Before: Damage of last attack on Lesser and Normal foes +150%.

      • After: Damage to Lesser and Normal foes +150%.

    • Double Smite

      • Before: Does a total of 2 powerful slash attacks. The first attack receives the same effects as the last attack.

      • After: Does a total of 2 powerful slash attacks. Max Damage +120%. All attacks inflict Weak Point Damage.

    • Leap Attack

      • Before: The last attack changes into a jump and slam-down attack, allowing for a turn while doing so. Creates a shockwave at the attack location knocking foes into the air and inflicting +94.8% Damage.

      • After: Leap onto the target location within 10 meters. Max Damage +100%. AoE Radius +30%.

  • Dash Slash

    • Damage -49.3% in PvE. Move Speed +20.3% while dashing. Overall skill cancel timing slightly adjusted.

    • Magick Control (Previously: Quick Pace)

      • Before: During Sprint, Move Speed +20.3%.

      • After: MP Cost -67%.

  • Strength Release (Previously: Lightning Slash)

    • Before: Element is now [Lightning]. +60% Crit Rate, and +10% Atk. Speed of last attack.

    • After: Damage +58.6%. Damage +113.5% while in Sacred Executioner status.

  • Finishing Strike

    • Before: Instantly Sprint. At the end of the Sprint, grip the sword with both hands and slash in a wide spin. Inflicts +168% Damage.

    • After: Instantly Sprint. At the end of the Sprint, grip the sword with both hands and slash in a wide spin. Inflicts +120% Damage.

  • Executioner's Sword

    • Damage -9.2% in PvE. Overall skill cancel timing slightly adjusted.

    • Executioner (Previously: Stigmata)

      • Before: The ground explodes after the last attack to inflict +60% Damage and knocks foes into the air.

      • After: No longer performs a Back Attack. Damage to foes +20%.

  • Strength Release (Previously: Breath Control)

    • Before: Quickly chain to the next skill after using this skill.

    • After: Damage +58.6%. Damage +113.5% while in Sacred Executioner status.

  • Broad Slash

    • Before: Does a wide slash instead of an upward hit. Inflicts +80% Damage. Inflicts +188% Damage to Lesser and Normal ranked foes.

    • After: Does a wide slash instead of an upward hit. Inflicts +122% Damage. AoE Radius +30%.

  • Triple Strike (Previously: Executioner's Strike)

    • Before: Deliver an additional strong downward attack at the ground, inflicting 155.1% of the total Damage.

    • After: Deliver an additional strong downward attack at the ground, inflicting 80% of the total Damage. All attacks have a counterattack ability.

  • Execution of Justice

    • Damage -9.2% in PvE.

    • Executioner (Previously: Rune Prison)

      • Before: Hit targets are pulled into the center of rotation.

      • After: No longer performs a Back Attack. Damage to foes +20%.

    • Strength Release

      • Before: Damage +58.6%. Damage +144% while in Sacred Executioner status.

      • After: Damage +58.6%. Damage +113.5% while in Sacred Executioner status.

    • Weak Point Detection (Previously: Acuteness)

      • Before: Element is now [Lightning]. Crit Rate +60%.

      • After: Damage +96% to Push-immune foes.

    • Express Fury

      • Before: Slight increase in spin duration. Spin Attack max Damage +25%. On last attack, stabs ground with a sword and summons 3 lightning bolts that spread out. Last attack Damage +329%. With Strength Release or Acuteness, no longer does a Spin Attack, but Lightning Bolt count +3, and Damage to foes +60%. With Rune Prison, last attack's Atk. Speed +10%.

      • After: Slight increase in spin duration. Spin Attack max Damage +25%. On last attack, stabs ground with a sword and summons 3 lightning bolts that spread out. Last attack Damage +329%.With Strength Release or Acuteness, no longer does a Spin Attack, but Lightning Bolt count +3, and Damage to foes +60%.

  • Holy Sword

    • Damage -5.8% in PvE. Changed so the skill can be canceled by a Movement Skill a bit faster.

    • Executioner (Previously: Stigmata)

      • Before: Leaves behind Debris of Light for 4s. Inflicts up to +60% Damage.

      • After: No longer performs a Back Attack. Damage to foes +20%.

    • Strength Release (Previously: Vital Point Hit)

      • Before: Element is now [Lightning]. Crit Rate +60%.

      • After: Damage +58.6%. Damage +113.5% while in Sacred Executioner status.

    • Condensed Energy

      • Before: Focuses light into a single point and fires. The AoE Radius of the light narrows. Inflicts +182% Damage.

      • After: Focus light energy. Thrust distance +272.7%. On thrust hit, light attack radius +30% and Damage +182%.

    • Release Light

      • Before: Continuously emits light. Cascading Light inflicts +119.6% Damage. Per foe hit, Cooldown -1s up to -8s. With Outburst of Light, Cascading Light Damage Bonus applies as 109.8%.

      • After: Continuously emits light over 9 times. Cascading Light inflicts +131.8% Damage. Per foe hit, Cooldown -1s up to -8s. With Outburst of Light, Cascading Light Damage Bonus applies as 120.8%. Overall skill cancel timing slightly adjusted.

  • Light Shock

    • Light's Vestige

      • Before: On hit, inflict Light's Vestige on the foe. Damage from all party members +10% for 7s.

      • After: On hit, inflict Light's Vestige on the foe. Damage from all party members +10% for 8s.

  • Light Shield (Previously: Skilled Wisdom)

    • Before: Atk. Duration -0.5s. Total Damage to foes +N%. Creates a shield with 19% of Max HP for 6s for all party members within God's Decree the moment it is created.

    • After: Creates a shield equal to 15% of Max HP for 2s for all party members within range.

  • Holy Explosion

    • Light's Vestige

      • Before: On hit, inflict Light's Vestige on the foe. Damage from all party members +10% for 12s.

      • After: On hit, inflict Light's Vestige on the foe. Damage from all party members +10% for 15s.

    • Prepared Explosion

      • Before: Changes to Normal Mode. Damage to foes +95% and knocks the hit foes away. Piety Meter gained and Stagger Damage Bonus +30%.

      • After: Changes to Normal Mode. Attack up to 8 times to inflict +95% Damage, final attack knocking foes away. Piety Meter gained and Stagger Damage Bonus +30%.

  • Heavenly Blessings

    • Reduced the time taken before the buff applies. Buff application speed now increases in proportion to Atk. Speed.

  • Execution of Judgment

    • Damage +20% in PvE. Basic AoE Radius +30%.

  • Divine Justice

    • Buff application speed now increases in proportion to Atk. Speed.

Specialty

  • Judgment

    • Added: Added a new gem effect for the skill: Judgment.

  • Sacred Executioner

    • Before: Cooldown: 2s. Use the Piety Meter to strengthen your sword and become a Sacred Executioner. Damage by basic attacks and Punish skills +40%.

    • After: Cooldown: 5s. Use the Piety Meter to strengthen your sword and become a Sacred Executioner: Punish Skill Damage +20%.

  • Holy Aura

    • Before: Use the Piety Meter to unleash a holy aura that affects all party members within a 12-meter radius. All party members affected by the holy aura inflict +10% Damage to foes.

    • After: Use the Piety Meter to unleash a holy aura that affects all party members within a 24-meter radius. All party members affected by the holy aura inflict +10% Damage to foes.

  • Divine Wave

    • Before: Cooldown: 40s. Channel sacred power into the sword and take an oath. Holy power erupts outward from the sword, inflicting N Damage and knocking foes back. At the moment of the explosion, the caster and party members within 24 meters gain a shield equal to 10% of the caster's Max HP for 6s.

    • After: Cooldown: 36s. Channel sacred power into the sword and take an oath. Holy power erupts outward from the sword, inflicting N Damage and knocking foes back. At the moment of the explosion, the caster and party members within 24 meters gain a shield equal to 20% of the caster's Max HP for 6s.

  • Judgment Blade

    • Damage -54.6% in PvE. Basic AoE Radius +30%. Cooldown: 40s > 20s. Attack type: Neither Frontal or Back Attack. Changed to Normal Mode.

    • Before: Assume a stance and condense holy power to its limit, manifesting a Punishing Strike. Then, unleash a powerful sword strike forward, imbued with uncontrollable holy energy. The direction of the strike can be changed while charging the skill. When partially charged, inflicts N Damage. When Overcharged, inflicts N Damage and knocks foes back.

    • After: Assume a stance and condense holy power to its limit, manifesting a Punishing Strike. Then, unleash a powerful sword strike forward, imbued with uncontrollable holy energy, to inflict N Damage and knock foes away.

Ark Passive

  • Enlightenment - Divine Knight

    • Before: In Normal Mode, the Piety Meter is always kept at maximum. In the Sacred Executioner state, the Piety Meter does not deplete naturally. Target Weak Point is applied when using a Punish Skill as the Sacred Executioner. Crit Hit +8% for 5s for all party members. Holy Aura and Holy Skills can no longer be used while in Normal and Sacred Executioner modes. Sacred Executioner Cooldown +8s. Counterattack can now be performed with the thrust attack of Dash Attack, but no longer with Executioner's Sword.

    • After: Use of Holy Skills becomes restricted. In Normal Mode, the Piety Meter is always kept at maximum. In the Sacred Executioner state, the Piety Meter does not deplete naturally. Sacred Executioner stays active all the time, increasing Damage to foes by 20%. Entering Sacred Executioner status activates Divine Knight for 60s. [X] skill changes to Judgment Blade, which can only be used while in Sacred Executioner status. Punish Skills inflict Target Weak Point on foes for 5s, granting you up to 30 stacks of Sword of Punishment. Divine Knight duration +3s. (Cooldown: 1s) The entire stack of Sword of Punishment is consumed when Sacred Executioner status ends, inflicting N Damage per stack to foes within 24 meters, higher-rank ones being higher-priority targets. Also, recover 2% MP per stack consumed. Counterattack can now be performed with the thrust attack of Dash Attack, but no longer with Executioner's Sword. Divine Knight: Move Speed +15%. Target Weak Point: On Crit Hit, incoming Damage +8%.

  • Enlightenment - Piety Training (Previously: Light's Condemnation)

    • Before: On Punish Skill hit while Sacred Executioner is active, 10/20/30% chance to call for a Sword of Punishment strike, inflicting 837 Damage. A maximum of 1 Sword of Punishment can fall per hit, each recovering 35 MP instantly.

    • After: Judgment Blade Damage +10/20/30%.

  • Enlightenment - Prelude of Punishment (Previously: Punishment Enhancement)

    • Before: Stagger Damage dealt through a Punish Skill in Sacred Executioner Mode +2/4/6/8/10% and Crit Rate +1/2/3/4/5%.

    • After: Damage to foes +1/2/3/4/5%. On Punish Skill use, gain Prelude of Punishment for 5s. (Prelude of Punishment: Atk. Speed +5%.)

  • Enlightenment - Judgment (Previously: Piety Training)

    • Before: While Sacred Executioner is active, Punish Skill's Damage to foes +30/39/48.5%.

    • After: Damage to foes +6/12/18.5%.

  • Enlightenment - Godly Grace

    • Before: When Holy Aura is enhanced and Holy Aura is active, aura's range +30%. Combat Resource Natural Recovery +5/10/15% for all party members.

    • After: While Holy Aura is active, Combat Resource Natural Recovery +5/10/15% for all party members.

  • Enlightenment - Protective Judgement (Previously: Judgment Chain)

    • Before: On Punish Skill hit while in Sacred Executioner mode, 2/4/6/8/10% chance to call for an additional Sword of Punishment strike. Only 1 additional Sword of Punishment can fall per hit, and it can fall simultaneously with the original Sword of Punishment.

    • After: Judgment Blade Damage +8/16/24/32/40%. On Judgment Blade use, gain a shield equal to 20% of Max HP for 5s.

  • Enlightenment - Blessing of Judgment (Previously: Judgment)

    • Before: Judgment Blade can now be used by pressing the [X] key while Sacred Executioner is active. On Sword of Punishment hit, gain Proof of Faith for 180s, which can stack up to 60 times. Using Judgment Blade consumes all Proof of Faith stacks. Judgment Blade Damage +0.5/2.8/5% per stack consumed. Judgment Blade does not trigger Sword of Punishment strikes.

    • After: On Judgment Blade hit, gain an additional stack of Judgment Sword, up to 3 times. The entire stack of Judgment Sword is consumed when Sacred Executioner status ends, inflicting N Damage per stack to foes within 24 meters, higher-rank ones being higher-priority targets. Also, recover 2% MP per stack consumed. Judgment Sword and Sword of Punishment Damage +0/35/70%.

  • Leap - Immediate Judgment

    • Before: Reduced prep action time for Execution of Judgment. Damage to foes +15/32/50%.

    • After: Reduced prep action time for Execution of Judgment. Damage to foes +20/42.5/65%.

  • Leap - Execution Sentence

    • Before: The last attack of Execution of Judgment inflicts +25% Damage.

    • After: Execution of Judgment no longer performs Frontal or Back Attack. Instantly launch the final attack, inflicting +30/57.5/85% Damage.

Ark Grid

  • Order Sun Core - Divine Power (10P)

    • Before: Punish Skill Damage +1.6%.

    • After: Flash Slash Damage +10%.

  • Order Sun Core - Divine Power (14P)

  • Before: On Flash Slash's Swift Swordcraft use, casting the skill again immediately activates it in quick succession. On Destiny activation, gain 3 stacks of Destiny: Divine Power. Destiny: Divine Power: On Flash Slash use, consume 1 stack to reset Flash Slash's cooldown.

  • After: On Flash Slash's Swift Swordcraft use, casting the skill again immediately activates it in quick succession. On Destiny activation, consume all Sword of Punishment and Judgment Sword stacks to trigger their effects, gaining 3 stacks of Divine Power. Destiny: Divine Power: On Flash Slash use, consume 1 stack to reset Flash Slash's cooldown. Fixed the intermittent delay that appears between consecutive uses of Flash Slash.

  • Order Sun Core - Divine Power (17P)

    • Before: Destiny: Divine Power: Effect is enhanced. Flash Slash Damage +6/10.5%.

    • After: Destiny: Divine Power: Effect is enhanced. Flash Slash Damage +25/30.5%.

  • Order Sun Core - Divine Power (18-20P)

    • Before: Punish Skill Damage +0.15%.

    • After: Flash Slash Damage +1%.

  • Order Sun Core - Sacred Strike (10P)

    • Before: Holy Sword Damage +15%.

    • After: Holy Sword Damage +17%.

  • Order Sun Core - Sacred Strike (17P)

    • Before: Damage Bonus of Destiny: Sacred Strike increases to 55/62%.

    • After: Damage Bonus of Destiny: Sacred Strike increases to 82/87%.

  • Order Sun Core - Sacred Strike (18P, 19P, 20P)

    • Before: Holy Sword Damage +0.4%.

    • After: Holy Sword Damage +0.8%.

  • Order Sun Core - Forewarned Judgment (Previously: Divine Epiphany) (10P)

    • Before: On back attack hit, Damage to foes +2.4%.

    • After: Judgment Blade Damage +10%.

  • Order Sun Core - Forewarned Judgment (Previously: Divine Epiphany) (14P)

    • Before: On Destiny activation, gains 2 stacks of the Destiny: Divine Epiphany effect. Destiny: Divine Epiphany: Punish Skills always hit as a back attack.

    • After: On Judgment Blade use, casting the skill again immediately activates it in quick succession. On Destiny activation, gain the Destiny: Forewarned Judgment effect for 60s. Destiny: Forewarned Judgment: Consumed at 3 stacks, resetting cooldown of Judgment Blade.

  • Order Sun Core - Forewarned Judgment (Previously: Divine Epiphany) (17P)

    • Before: Destiny: Divine Epiphany: Effect is enhanced. Punish Skill Damage +13/15%, and always hits as a back attack.

    • After: Judgment Blade Damage +8/12%.

  • Order Sun Core - Forewarned Judgment (Previously: Divine Epiphany) (18P, 19P, 20P)

    • Before: On back attack hit, Damage to foes +0.15%.

    • After: Judgment Blade Damage +0.6%.

  • Order Moon Core - Hour of Punishment (Previously: Light's Slash) (10P)

    • Before: Punish Skill Damage +1.6%.

    • After: Flash Slash Damage +10%.

  • Order Moon Core - Hour of Punishment (Previously: Light's Slash) (14P)

    • Before: Using Executioner's Sword 2 times activates Destiny.

    • After: Using Judgment Blade activates Destiny.

  • Order Moon Core - Hour of Punishment (Previously: Light's Slash) (17P)

    • Before: Flash Slash Damage +16/20.5%.

    • After: Flash Slash Damage +20/24%.

  • Order Moon Core - Hour of Punishment (Previously: Light's Slash) (18P, 19P, 20P)

    • Before: Punish Skill Damage +0.15%.

    • After: Flash Slash Damage +1%.

  • Order Moon Core - Heavenly Sword (17P)

    • Before: Holy Sword Damage +15/18%.

    • After: Holy Sword Damage +35/40%.

  • Order Moon Core - Heavenly Sword (18-20P)

    • Before: Holy Sword Damage +0.4%.

    • After: Holy Sword Damage +0.8%.

  • Order Moon Core - Hour of Judgment (Previously: Condemnation) (10P)

    • Before: Crit Damage +5%.

    • After: Judgment Blade Damage +10%.

  • Order Moon Core - Hour of Judgment (Previously: Condemnation) (17P)

    • Before: On Judgment Blade back attack hit, Damage to foes +23.5/27%.

    • After: Judgment Blade Damage +24/28%.

  • Order Moon Core - Hour of Judgment (Previously: Condemnation) (18-20P)

    • Before: Crit Damage +0.5%.

    • After: Judgment Blade Damage +0.6%.

  • Order Star Core - Punishing Sword (10P)

    • Before: Flash Slash and Executioner's Sword Casting Speed +20%. MP Cost -70%.

    • After: Spin Slash, Flash Thrust, and Flash Slash Casting Speed +20%. MP Cost -70%.

  • Order Star Core - Punishing Sword (14P)

    • Before: Executioner's Sword cooldown -2s. Damage +10%.

    • After: Spin Slash and Flash Thrust becomes stackable up to 2 times.

  • Order Star Core - Punishing Sword (17P)

    • Before: Flash Slash Damage +9/13.5%.

    • After: Judgment Sword and Sword of Punishment Damage +7/9%.

  • Order Star Core - Punishing Sword (18P, 19P, 20P)

    • Before: Executioner's Sword Damage +0.7%.

    • After: Judgment Sword and Sword of Punishment Damage +0.4%.

  • Order Star Core - Divine Sword (10P)

    • Before: Holy Sword Damage +5%. Casting Speed +20%.

    • After: Holy Sword Damage +15%. Judgment Blade, Sword of Punishment, and Judgment Sword perform Back Attack. Damage -8.5%.

  • Order Star Core - Divine Sword (14P)

    • Before: When Holy Sword's Outburst of Light Skill Tree is applied, Damage +80%.

    • After: Holy Sword Damage +14%. Casting Speed +20%.

  • Order Star Core - Divine Sword (17P)

    • Before: When Holy Sword's Release Light Skill Tree is applied, Damage +39/42%.

    • After: With Condensed Energy, Holy Sword Damage +30/35%.

  • Order Star Core - Divine Sword (18-20P)

    • Before: Holy Sword Damage +0.4%.

    • After: Holy Sword Damage +0.8%.

  • Order Star Core - Piercer (Previously Radiant Sword) (14P)

    • Before: Judgment Blade Damage +7%.

    • After: Judgment Blade Damage +14%.

  • Order Star Core - Piercer (Previously Radiant Sword) (17P)

    • Before: Judgment Blade Damage +16/19.5%.

    • After: Judgment Blade Damage +20/24%.

  • Order Star Core - Sword's Prayer (14P)

    • Before: With Broad Slash, grants Push Immunity during Executioner's Sword skill.

    • After: Gain Push Immunity while Executioner's Sword is active. Holy Sword leaves Light's Vestige on foes. Damage from all party members +10% for 5s.

  • Order Star Core - Sword's Prayer (17P)

    • Before: With Release Light, Holy Sword's light attack hits no longer fills the Piety Meter. Instead, it recovers a fixed 2/3% of max Piety Meter.

    • After: With Release Light, Holy Sword's light attack hits no longer fills the Piety Meter. Instead, it recovers a fixed 6/9% of max Piety Meter. Holy Sword becomes stackable up to 2 times.

Slayer

240 KB

Skill

  • Volcanic Eruption

    • Earth Flip

      • Before: Element is now [Earth]. After the finishing blow, thrust your sword deeper into the ground, inflicting +70% Base Damage. Damage to Lesser and Normal ranked foes increases by 100%.

      • After: Element is now [Earth]. Increases Perfect Zone size. On Perfect Zone hit, after the finishing blow, thrust your sword deeper into the ground, inflicting +70% Base Damage. Damage to Lesser and Normal ranked foes increases by 100%.

Wardancer

364 KB

Skill

  • Sky Shattering Blow

    • Before: Stagger: Lowest

    • After: Stagger: Low

  • Lightning Kick

    • Before: Stagger: Low

    • After: Stagger: Mid

  • Sweeping Kick

    • Before: Stagger: Mid

    • After: Stagger: High

  • Esoteric Skill: Azure Dragon Supreme Fist

    • Before: Stagger: High

    • After: Stagger: Max

Ark Passive

  • Enlightenment - First Intention

    • Before: Disables Esoteric Meter gain. Damage to foes +19/29/39%.

    • After: Disables Esoteric Meter gain. Damage to foes +20/30/40%.

  • Enlightenment - Esoteric Origin

    • Before: Damage to foes +4/10/16%. Upon using a Normal Skill, Esoteric Origin Orb +0.2 from a source that cannot be used for Esoteric Skills. When you have 3 Orbs, press [Z] to use 3 Orbs to increase Damage dealt from the next Leaping Dragon, Moon Flash Kick, Sweeping Kick, or Deadly Dive Skill by 40/65/90%.

    • After: Damage to foes +4/11/18%. Upon using a Normal Skill, Esoteric Origin Orb +0.2 from a source that cannot be used for Esoteric Skills. When you have 3 Orbs, press [Z] to use 3 Orbs to increase Damage dealt from the next Leaping Dragon, Moon Flash Kick, Sweeping Kick, or Deadly Dive Skill by 40/65/90%.

Scrapper

518 KB

Skill

  • Explosive Fist

    • Before: Cooldown: 18s

    • After: Cooldown: 16s

  • Weak Point Detection (Previously: Law of the Jungle)

    • Before: Damage to Challenge or lower foes +170.4%.

    • After: Damage +134.9% to Push-Immune foes.

Ark Passive

  • Leap - Rage Fist

    • Before: When using Blazing Bombardment in Normal Mode, Damage to foes +15/30/45%. When used during Tenacity Release, Damage to foes +25/50/75%.

    • After: When using Blazing Bombardment in Normal Mode, Damage to foes +20/40/60%. When used during Tenacity Release, Damage to foes +30/60/90%.

Ark Grid

  • Order Sun Core - Earth Collapse (14P)

    • Before: On Destiny activation, gain the Destiny: Condensed Stamina effect for 15s. Destiny: Condensed Stamina: On Stamina Skill use (excluding Earth Rend) during Tenacity Release, gain the Destiny: Earth Collapse effect for 15s. (Max 3 stacks) Destiny: Earth Collapse: Earth Rend Damage +10% per stack.

    • After: On Destiny activation, gain the Destiny: Condensed Stamina effect for 15s. Destiny: Condensed Stamina: On Stamina Skill use (excluding Earth Rend) during Tenacity Release, gain the Destiny: Earth Collapse effect for 15s. (Max 3 stacks) Destiny: Earth Collapse: Earth Rend Damage +8% per stack.

  • Order Sun Core - Earth Collapse (17P)

    • Before: While Destiny: Earth Collapse is active, Damage of Stamina Skills +10/12% during Tenacity Release regardless of stack count.

    • After: While Destiny: Condensed Stamina is active, Damage of Battering Fists, Iron Cannon Blow, and Explosive Fist +40/45% in Tenacity Release status. On Tenacity Release end, recover 9 Tenacious Power per Battering Fists, Iron Cannon Blow, Explosive Fist use. (Max 12 uses)

  • Order Sun Core - Repeated Leap (17P)

    • Before: While Destiny: Repeated Leap is active, using Dragon Advent activates the Destiny: Ascent effect for 30s. Destiny: Ascent: At 3 stacks, gain the Destiny: Advent effect for 30s. Destiny: Advent: On Dragon Advent use, restore 30 Stamina Energy and Damage +30/35%. This effect expires upon using Dragon Advent.

    • After: While Destiny: Repeated Leap is active, using Dragon Advent activates the Destiny: Ascent effect for 30s. Destiny: Ascent: At 2 stacks, gain the Destiny: Advent effect for 30s. Destiny: Advent: On Dragon Advent use, restore 30 Stamina Energy and Damage +60/72%. This effect expires upon using Dragon Advent.

  • Order Sun Core - Tenacity Suppression (14P)

    • Before: On Destiny activation, recover Stamina Energy to full and gain the Destiny: Tenacity Suppression effect for 30s. Destiny: Tenacity Suppression: When not in Tenacity Release state, Stamina Skill Damage +6%.

    • After: On Destiny activation, recover Stamina Energy to full and gain the Destiny: Tenacity Suppression effect for 30s. Destiny: Tenacity Suppression: When not in Tenacity Release state, Stamina Skill Damage +5%.

  • Order Sun Core - Tenacity Suppression (17P)

    • Before: While Destiny: Tenacity Suppression is active, Damage to foes +12/14% at full Tenacious Power while not in Tenacity Release state.

    • After: While Destiny: Tenacity Suppression is active, using Earth Rend grants Destiny: Crystal Mind for 30s. Expires when Tenacity Release ends. Destiny: Crystal Mind: Damage to foes+7/8%.

  • Order Moon Core - Fighting Spirit Enhancement (17P)

    • Before: During Tenacity Release, Stamina Skill Damage + 9/10%.

    • After: During Tenacity Release, Stamina Skill Damage + 13/15%.

  • Order Moon Core - Fatal Leap (17P)

    • Before: Dragon Advent Crit Damage +120/140%.

    • After: Dragon Advent Crit Damage +90/110%.

  • Order Moon Core - Continuous Enhancement (17P)

    • Before: When not in Tenacity Release, Stamina Skill Damage +14/16%.

    • After: When not in Tenacity Release, Stamina Skill Damage +11/13%.

Soulfist

LA ADVANCED CLASS DETAILS SOULFIST
340 KB

Skill

  • Force Orb

    • Before: Stagger: Lowest

    • After: Stagger: Low

  • Celestial Palm

    • Before: Stagger: Low

    • After: Stagger: Mid

  • Tempest Blast

    • Before: Stagger: Mid

    • After: Stagger: Mid-high

  • Merciless Pummel

    • Before: Stagger: Low

    • After: Stagger: Mid

  • Energy Blast

    • Before: Stagger: Mid-high

    • After: Stagger: High

  • Concussion

    • Before: Increases the skill's Stagger Level to [High].

    • After: Increases the skill's Stagger Level to [Max].

Ark Passive

  • Enlightenment - Energy Overflow II

    • Before: When Energy level is below 30%, Damage to foes +7/14/21%.

    • After: When Energy level is below 30%, Damage to foes +10/17/24%.

Glaivier

283 KB

Ark Passive

  • Enlightenment - Flurry Enhancement

    • Before: Flurry Skill Damage +26/36/46%.

    • After: Flurry Skill Damage +30/42/54%.

Striker

251 KB

Skill

  • Tiger Emerges

    • Tenacity

      • Before: Gain Push Immunity during jump attacks.

      • After: On skill use, grants Push Immunity.

    • Extreme Efficiency

      • Before: Damage to foes -14%, but Esoteric Bubble consumption changes to 1.

      • After: Damage to foes -4%, but Esoteric Bubble consumption changes to 1.

    • Ascension

      • Before: A giant tiger head shoots up and attacks on the last hit, inflicting an additional 131% of Base Damage in a 100% wider area.

      • After: A giant tiger head shoots up and attacks on the last hit, inflicting an additional 140% of Base Damage in a 100% wider area.

Ark Grid

  • Order Sun Core - Tiger's Roar (14P)

    • Before: On Destiny activation, gains the Destiny: Esoteric Skill effect for 20s. Destiny: Esoteric Skill: Esoteric Skill Damage +4.5%.

    • After: On Destiny activation, gains the Destiny: Esoteric Skill effect for 20s. Destiny: Esoteric Skill: Esoteric Skill Crit Damage +13%.

  • Order Sun Core - Tiger's Roar (17P)

    • Before: While Destiny: Esoteric Skill is active, using Orb's Blessing grants the Destiny: Tiger's Roar effect for 20s. Destiny: Tiger's Roar: Esoteric Skill: Lightning Tiger Strike Damage +28/35%. After using Esoteric Skill: Lightning Tiger Strike, the buff is removed.

    • After: While Destiny: Esoteric Skill is active, using an Esoteric Skill grants the Destiny: Tiger's Roar effect for 30s. Destiny: Tiger's Roar: Esoteric Skill Damage +5/6%.

  • Order Sun Core - Lightning Tiger (Previously: Wind God) (10P)

    • Before: Esoteric Skill Damage +1.55%.

    • After: Esoteric Bubbles used by Esoteric Skill: Lightning Tiger Strike +1 and Damage +27%. Using Esoteric Skill: Lightning Tiger Strike resets Lightning Kick cooldown.

  • Order Sun Core - Lightning Tiger (Previously: Wind God) (14P)

    • Before: On Destiny activation, Esoteric Skill: Call of the Wind God cooldown is reset and the Destiny: Wind God effect is activated for 10s. Destiny: Wind God: Esoteric Skill Damage -18%, but on Lightning Kick use, gain 1 Esoteric Orb.

    • After: On Destiny activation, Esoteric Skill: Lightning Tiger Strike cooldown is reset and the Destiny: Lightning Tiger effect is activated for 30s. Destiny: Lightning Tiger: Esoteric Skill Damage -11%, but MP Recovery Speed +20%. When Esoteric skill alnds as a back attack damge + 3%. If Destiny: Lightning Tiger is active, landing Lightning Kick's slamming attack adds 1 Esoteric Bubble.

  • Order Sun Core - Lightning Tiger (Previously: Wind God) (17P)

    • Before: While the Destiny: Wind God effect is active, Atk. Speed and Move Speed +5%. Esoteric Skill: Call of the Wind God Damage +18/20%.

    • After: Enhances the Destiny: Lightning Tiger effect, additionally increasing Esoteric Skill: Lightning Tiger Strike Damage +8/10.5%.

  • Order Sun Core - Lightning Tiger (Previously: Wind God) (18P-20P)

    • Before: Esoteric Skill Damage +0.17%.

    • After: Esoteric Skill: Lightning Tiger Strike Damage +0.28%.

  • Order Moon Core - Thunderclap Strike (Previously: Windstorm Lightning) (10P)

    • Before: Esoteric Skill Damage +1.55%.

    • After: Esoteric Skill: Lightning Tiger Strike Damage +2.5% when it hits as a Back Attack.

  • Order Moon Core - Thunderclap Strike (Previously: Windstorm Lightning) (14P)

    • Before: Using Esoteric Skill: Call of the Wind God activates Destiny.

    • After: Using Lightning Kick activates Destiny.

  • Order Moon Core - Thunderclap Strike (Previously: Windstorm Lightning) (17P)

    • Before: Esoteric Skill: Call of the Wind God Damage +12/14%.

    • After: Esoteric Skill: Lightning Tiger Strike Damage +8/10.5% when it hits as a Back Attack.

  • Order Moon Core - Thunderclap Strike (Previously: Windstorm Lightning) (18P-20P)

    • Before: Esoteric Skill Crit Damage +0.45%.

    • After: Esoteric Skill: Lightning Tiger Strike Damage +0.28%.

  • Order Star Core - Lightning Tiger Fist (10P)

    • Before: Esoteric Skill: Call of the Wind God Damage +5%.

    • After: With Down Strike, Vicious Tiger Dance grants Paralysis Immunity. With Charged Kick, Esoteric Skill: Lightning Tiger Strike's Charge Speed +30%.

  • Order Star Core - Lightning Tiger Fist (14P)

    • Before: When Esoteric Skill: Lightning Tiger Strike's Charged Kick is applied, Charge Speed +30% and Damage +3%.

    • After: With Tenacity, Esoteric Skill: Tiger Emerges Damage +28% and Casting Speed +10%. Esoteric Skill: Call of the Wind God Damage +7%.

  • Order Star Core - Lightning Tiger Fist (17P)

    • Before: Esoteric Skill: Lightning Tiger Strike Damage +7/10%.

    • After: Esoteric Skill: Lightning Tiger Strike/Esoteric Skill: Call of the Wind God/Esoteric Skill: Tiger Emerges Damage +3/5%.

  • Order Star Core - Thunderflash Slash (Previously: Thundergust Slash) (10P)

    • Before: Esoteric Skill: Call of the Wind God Damage +3%.

    • After: With Spiral Kick, Sweeping Hidden Dragon's charge distance +2 meters and can penetrate Guardian monsters.

  • Order Star Core - Thunderflash Slash (Previously: Thundergust Slash) (14P)

    • Before: Lightning Kick cooldown -3s.

    • After: Esoteric Skill: Lightning Tiger Strike Casting Speed +20% and Crit Damage +8%.

  • Order Star Core - Thunderflash Slash (Previously: Thundergust Slash) (17P)

    • Before: Esoteric Skill: Call of the Wind God Damage +12/14%.

    • After: Esoteric Skill: Lightning Tiger Strike Damage +7/9.5% when it hits as a Back Attack.

  • Order Star Core - Thunderflash Slash (Previously: Thundergust Slash) (18P-20P)

    • Before: On Esoteric Skill Crit Hit, Damage to foes +0.21%.

    • After: Esoteric Skill: Lightning Tiger Strike Damage +0.28%.

Deadeye

460 KB

Ark Passive

  • Enlightenment - Handgun Enhancement

    • Before: Handgun Skill Damage +60/72/84%.

    • After: Handgun Skill Damage +65/77/89%.

Ark Grid

  • Order Sun Core - Deadly Tracker (14P)

    • Before: On Destiny activation, gain the Destiny: Deadly Tracker effect for 12s. Destiny: Deadly Tracker: On Spiral Tracker hit, gain Destiny: Bullet Field effect for 1s. Destiny: Bullet Field: Handgun Skill Damage +7% (excluding Spiral Tracker).

    • After: On Destiny activation, gain the Destiny: Deadly Tracker effect for 12s. Destiny: Deadly Tracker: On Spiral Tracker hit, gain Destiny: Bullet Field effect for 1s. Destiny: Bullet Field: Handgun Skill Damage +8% (excluding Spiral Tracker).

  • Order Sun Core - Deadly Tracker (17P)

    • Before: While Destiny: Bullet Field effect is active, Handgun Skill Damage +5/6% (excluding Spiral Tracker).

    • After: While Destiny: Bullet Field effect is active, Handgun Skill Damage +6.5/7.5% (excluding Spiral Tracker).

Sharpshooter

402 KB

Skill

  • Rapid Shot

    • Keen Shot (Previously: Final Strike)

      • Before: Empowers Final Strike. Crit Rate +100%. Crit Damage +58%. Damage area +20%.

      • After: Crit Rate +40%. Crit Damage +58%. Damage area +20%.

  • Moving Slash

    • Changed so movement preparation can be faster after skill use.

  • Charged Shot

    • Steady Aim

      • Before: Charge Level +1. On Overcharge, Crit Rate +50%. Damage +60%.

      • After: Charge Level +1. On Overcharge, Crit Rate +40%. Damage +70%.

  • Wings of Storm

    • Before: Cooldown: 10s

    • After: Cooldown: 9s

Ark Passive

  • Enlightenment - Death Strike

    • Before: When an attack hits while Silverhawk is not summoned, Outgoing Damage +5/10/15%.

    • After: When an attack hits while Silverhawk is not summoned, Outgoing Damage +6/12/18%.

  • Leap - Ally

    • Before: Spiral Arrow Crit Rate +10/20/30%. When Silverhawk is summoned, Damage to foes +15/30/45%.

    • After: Spiral Arrow Crit Rate +13/26/40%. When Silverhawk is summoned, Damage to foes +13/26/40%.

Ark Grid

  • Order Sun Core: TA-09 Piercing Arrow (17P)

    • Before: When the Destiny: TA-09 Piercing Arrow effect is consumed, Push Immunity is applied during Snipe use. Snipe Damage +15/20%.When the Destiny: TA-09 Piercing Arrow effect ends, Atk. Speed and Move Speed +10% for 15s.

    • After: When the Destiny: TA-09 Piercing Arrow effect is consumed, Push Immunity is applied during Snipe use. Snipe Damage +22/26%.When the Destiny: TA-09 Piercing Arrow effect ends, Atk. Speed and Move Speed +10% for 15s.

  • Order Sun Core - ATB-07 Piercing Rain (17P)

    • Before: On Destiny activation, Atk. Speed and Move Speed +30% for 30s and activates Destiny: ATB-07 Piercing Rain effect. Destiny: ATB-07 Piercing Rain: With each Arrow Shower Hit, imbue foes with 1 stack of Destiny: Fear of the Hunted. Destiny: Fear of the Hunted: At 5 stacks, changes to the Destiny: Deadly Downpour effect lasting 10s. Destiny: Deadly Downpour: Incoming Damage from Sharpshooter +3.5/4.5%.

    • After: On Destiny activation, Atk. Speed and Move Speed +30% for 30s and activates Destiny: ATB-07 Piercing Rain effect. Destiny: ATB-07 Piercing Rain: With each Arrow Shower Hit, imbue foes with 1 stack of Destiny: Fear of the Hunted. Destiny: Fear of the Hunted: At 5 stacks, changes to the Destiny: Deadly Downpour effect lasting 10s. Destiny: Deadly Downpour: Incoming Damage from Sharpshooter +4/5%.

  • Order Moon Core: HSU-21 Silver Rain (17P)

    • Before: Paralysis Immunity is applied during Arrow Shower. Damage +20/25%.

    • After: Paralysis Immunity is applied during Arrow Shower. Damage +28/34%.

Artillerist

390 KB

Skill

  • Flamethrower

    • Before: Fire your flamethrower in a single direction while moving freely. This flamethrower lasts for up to 4s, inflicting a total of N [Fire] Damage. Stagger: Mid - High

    • After: Fire your flamethrower in a single direction, inflicting a total of N [Fire] Damage. You can move while Holding. Stagger: Mid - High to High. Increase the skill's Holding Speed.

    • Azure Flame

      • Before: Element is now [Water]. Holding duration is now 2s. Total Damage to foes +95.2%.

      • After: Element is now [Water]. Holding duration is now 1.7s. Total Damage to foes +95.2%.

  • Gravity Explosion

    • Increased the skill's Holding Speed. Stagger: Mid - High to High.

    • Stun Effect

      • Before: The explosion no longer knocks down the foe. On hit, stuns the foe for 6s. Increases Stagger Level to [High].

      • After: The explosion no longer knocks down the foe. On hit, stuns the foe for 6s. Increases Stagger Level to [Max].

    • Sweep

      • Before: Changes Holding's hit confirmation distance to 14 meters. Pulls foes on a straight line to the center of the gravity. Holding time is now 2s.

      • After: Changes Holding's hit confirmation distance to 14 meters. Pulls foes on a straight line to the center of the gravity. Holding time is now 1.7s.

Specialty

  • Barrage: Howitzer

    • Before: Stagger: Low

    • After: Stagger: High

  • Barrage: Focus Fire

    • Before: Stagger: Mid-high

    • After: Stagger: Max

  • Barrage: Energy Cannon

    • Before: Stagger: Mid-high

    • After: Stagger: Max

  • Barrage: Steel Rain

    • Before: Stagger: Mid-high

    • After: Changed so the skill can be used faster. Stagger: High. Ark Passive - Leap: With Improved Payload, the preparation motion is activated more quickly.

Ark Passive

  • Enlightenment - Barrage Enhancement

    • Before: Upon entering Barrage Mode, Firepower Meter fills to 70.0%. Does not enter cooling state when Barrage Mode ends. Activates the Barrage: Location Transmission Skill.

    • After: Does not enter cooling state when Barrage Mode ends and retains the remaining Barrage Meter. Entering Barrage Mode consumes 20% of Barrage Meter and Firepower Meter +70%. Barrage: Howitzer, Barrage: Focus Fire, and Barrage: Energy Cannon each consume 20, 40, and 40% of Barrage Meter respectively. Activates the Barrage: Location Transmission Skill. Barrage: Location Transmission can be used with the A key.

  • Enlightenment - Barrage Output Enhancement

    • Before: Barrage Skill Damage +3/6/9%, and Barrage Skill Crit Rate +20/30/40%.

    • After: Barrage Skill Damage +6/10/14%, and Barrage Skill Crit Rate +20/30/40%.

  • Enlightenment - Summon A.C.T

    • Before: All Damage +5/11/17%. Upon entering Barrage Mode, 1/2/3 A.C.Ts (Arthetine Combat Turret) appear to attack nearby foes.

    • After: All Damage +6/12/18%. Upon entering Barrage Mode, 1/2/3 A.C.Ts (Arthetine Combat Turret) appear to attack nearby foes.

Ark Grid

  • Order Sun Core - Bombardment (14P)

    • Before: Barrage Casting +10%. On Destiny activation, gain the Destiny: Bombardment effect for 20s. Destiny: Bombardment: Barrage Skill Damage to foes +5%.

    • After: Barrage Casting +10%. On Destiny activation, gain the Destiny: Bombardment effect for 20s. Destiny: Bombardment: Barrage Skill Damage to foes +7%.

  • Order Sun Core - Bombardment (17P)

    • Before: Destiny: Bombardment effect's Barrage Skill Damage Bonus changed to 8/9.5%.

    • After: Destiny: Bombardment effect's Barrage Skill Damage Bonus changed to 12/13.5%.

  • Order Sun Core - Shoot & Scoot (14P)

    • Before: On Destiny activation, gain the Destiny: Shoot & Scoot effect for 30s. Destiny: Shoot & Scoot: Barrage: Focus Fire and Barrage: Energy Cannon Damage -90%. On Barrage: Howitzer use, Normal Skill Cooldown (excluding Hyper Awakening Techniques) -5s and A.C.T Damage +40%. Barrage: Howitzer Damage +140%.

    • After: Entering Barrage Mode fully consumes Barrage Meter. On Destiny activation, gain the Destiny: Shoot & Scoot effect for 30s. Destiny: Shoot & Scoot: Barrage: Focus Fire and Barrage: Energy Cannon Damage -90%. On Barrage: Howitzer use, Normal Skill Cooldown (excluding Hyper Awakening Techniques) -5s and A.C.T Damage +40%. Barrage: Howitzer Damage +140%.

  • Order Sun Core - Bombardier Tank (17P)

    • Before: While Destiny: Bombardier Tank is active, Barrage: Focus Fire Damage +12/14%.

    • After: While Destiny: Bombardier Tank is active, Barrage: Focus Fire Damage +20/23%.

  • Order Moon Core - Rapid Tank (17P)

    • Before: Upon entering Barrage Mode, Atk. Speed +12%. Barrage Skill Damage +2.5/4%.

    • After: Upon entering Barrage Mode, Atk. Speed +12%. Barrage Skill Damage +3/4.5%.

  • Order Moon Core - Safehouse (17P)

    • Before: On Barrage: Focus Fire hit, Barrage: Impregnability and Absolute Defense duration +0.2s. Barrage: Focus Fire Damage +12/14%.

    • After: On Barrage: Focus Fire hit, Barrage: Impregnability and Absolute Defense duration +0.2s. Barrage: Focus Fire Damage +15/18%.

  • Order Star Core - Vanquish (14P)

    • Before: Barrage: Focus Fire Damage +5%.

    • After: Barrage: Focus Fire Casting Speed +8% and Damage +5%.

  • Order Star Core - Vanquish (17P)

    • Before: Barrage: Focus Fire Damage +7/9%.

    • After: Barrage: Focus Fire Damage +8/11%.

Machinist

262 KB

Stats

  • Description of the "Increases Core Energy Recovery on Hit" effect from a Specialization stat

    • Before: Core Energy recovery on attack +N%.

    • After: Core Energy recovery on hit +N%.

  • Description of the "Increases Core Energy Recovery on Hit" effect from a Specialization stat

    • Before: Sync Skill Damage +N%.

    • After: Sync-type Skill Damage +N%.

Skill

  • Mobile Shot

    • Quickness

      • Before: After rolling, Atk./Move Speed +19.2% for 6s.

      • After: After rolling, Atk./Move Speed +19.2% for 8s.

  • Strategic Fire

    • Further increased the skill's Holding Speed.

    • Concussion (Previously: Swift Fingers)

      • Before: Atk. Speed +18% while Holding

      • After: Increases Stagger Level to [Mid - High].

  • Avalanche

    • Changed the skill to be available in 2 stacks. Increased the travel distance during skill use. Changed the charge attack to be faster on skill activation.

    • Tenacity

      • Before: Grants Push Immunity while charging.

      • After: On skill use, grants Push Immunity.

  • Command: Active Pulse

    • Precision Fire

      • Before: Changes to Point Mode. Give a command and the drone moves toward the target location within 12 meters and attacks.

      • After: Changes to Point Mode. Give a command and the drone moves toward the target location within 12 meters and attacks, inflicting 60% more Damage.

  • Command: Flare Beam

    • Enhanced Laser

      • Before: Battery consumption +20%. Focuses power to fire an enhanced laser. Damage +45%.

      • After: Battery consumption +100%. Focuses power to fire an enhanced laser. Damage +90%.

    • Laser Show

      • Before: Laser Damage -3%. Increases the number of lasers fired to 3. Increases the Weak Point Lv. of the 2nd attack to Lv. 3. With Scar, flame area Damage -3%. Flame area now lasts every 1s for 5s.

      • After: Cooldown +12s, but laser Damage +100%. Increases the number of lasers fired to 3. Increases the Weak Point Lv. of the 2nd attack to Lv. 3. With Scar, flame area Damage +100%. Flame area now lasts every 1s for 5s.

  • Command: Carpet

    • Changed the skill type from Normal Mode to Point Mode around the selected cursor position. Shortened the bomb generation cycle so that bomb attacks are focused on a smaller area. Adjusted bomb spawn locations to focus bomb attacks on a smaller area. Decreased the distance the drone travels on skill activation. Changed the drone to use its skill faster.

    • Precision Barrage

      • Before: Changes to Point Mode. Instead of advancing forward and throwing bombs upon using the skill, move to a target location within 12 meters and drop a bomb in the area.

      • After: Instead of advancing forward and throwing bombs upon using the skill, drop a bomb where the cursor is located, inflicting 50% more Damage.

  • Command: Baby Drones

    • Increased the maximum distance to send the self-destruct drone on skill activation. Changed the drone to use its skill faster. Adjusted the explosion location so that the self-destruct drone attack is focused in a smaller area. Increased the skill's self-destruct drone attack explosion range.

    • One Body and Spirit (Previously: Precise Command)

      • Before: Lengthens the drone command action. Damage +45%.

      • After: Instantly command the drone without moving, inflicting +40% Damage to foes.

    • Enhanced Self-Destruct

      • Before: Damage to foes +35%.

      • After: Damage to foes +45%.

  • Command: Raid Missile

    • Changed the drone to use its skill faster.

    • One Body and Spirit (Previously: Precise Command)

      • Before: Lengthens the drone command action. Damage +50%.

      • After: Instantly command the drone without moving, inflicting +50% Damage to foes.

    • Guided Missile

      • Before: The missile tracks the nearest frontal foe within 70 degrees.

      • After: Battery consumption +450. The missile tracks the nearest frontal foe within 120 degrees. Each time the missile hits, cooldown -15.0% and Damage to foes +20%.

    • Organ Missile

      • Before: Missile Damage -15%. Doubles the number of missiles fired.

      • After: Missile Damage -10%. Doubles the number of missiles fired.

  • Annihilation Mode

    • Reformation

      • Increased AoE Radius.

  • Energy Buster

    • Tenacity

      • Before: Grants Push during Ready Attack and while charging.

      • After: On skill use, grants Push Immunity.

Specialty

  • Hypersync

    • Before: While Hypersync is active, Atk. Power of all party members within 24 meters +6%.

    • After: While Hypersync is active, Atk. Power of all party members within 24 meters +6% for 12s.

  • Sync Skill

    • After: Removed the Sync Skill's Gem effect. The existing Sync Skill's Gem effect will be converted to Quantum Assembly Beam's Gem effect.

  • Hypersync Mode Basic Attack

    • Before: Existing attack type: Back Attack

    • After: Changed attack type: None

  • Comet Strike

    • On hit, Atk. Power for all party members within a 24-meter radius +6% for 10s. Added Comet Strike's Gem effect.

  • Slugshot

    • Damage -35%. Skill Casting Speed +20%. Added the Countere effect. Added Slugshot's Gem effect.

  • Laser Blade

    • Damage +8.8%. Added Laser Blade's Gem effect.

    • Before: Use after Comet Strike or Thruster Move to inflict +20% Damage. PvE cooldown: 7s PvP cooldown: 9s

    • After: Generate laser blades in both hands that inflict N Damage, knocking foes away. Use after Comet Strike or Thruster Move to perform the skill even faster. PvE cooldown: 10s PvP cooldown: 10s

  • Echelon Beam

    • Damage +50.2%. Removed the Counter effect. Adjusted the skill-cancel timing to allow for smoother motions during skill chaining. Added Echelon Beam's Gem effect. Skill Casting Speed +20%.

    • Before: Use after Comet Strike or Thruster Move to perform the skill even faster. Cooldown: 9s Attack type: Frontal Attack

    • After: Cooldown: 16s Attack type: None

  • Surge Blow

    • Damage +2.1%. Added Surge Blow's Gem effect.

    • Before: Stretch out your fists as you charge forward and inflict N Damage, then inflict N Damage in a cone-shaped area and knock back foes.

    • After: Stretch out your fists as you charge forward and inflict N Damage, then inflict N Damage in a cone-shaped area and knock back foes. Use after Comet Strike or Thruster Move to perform the skill even faster.

  • Crimson Breaker

    • Before: PvE cooldown: 16s PvP cooldown: 28s

    • After: PvE cooldown: 20s PvP cooldown: 20s. Skill Casting Speed +20%. Added Crimson Breaker's Gem effect.

  • Point Exclusion

    • Before: Cooldown Before: 90s

    • After: Cooldown Before: 60s

Ark Passive

  • Enlightenment - Evolutionary Legacy

    • Before: Transforms into Hypersync Mk.2. On entering Hypersync Mode, cooldown of Sync Skills (excluding Hyper Awakening Techniques) gets reset. If Hypersync Mode is canceled, 10/25/40% of consumed Core Energy is returned.

    • After: Transforms into Hypersync Mk.2. On entering Hypersync Mode, the battery changes to a Zero Sync Battery, converting all of your Core Energy into a Zero Sync Battery and granting you a shield equal to 40% of your Max HP for 15s. Hypersync is no longer auto-canceled and can only be canceled with the Z key. On Hypersync Skill hits, gain 1/2/3% of Core Energy, and the Core Energy gained on hit is converted to Zero Sync Battery. When Hypersync is active, the following Zero Sync Skills can be used at the cost of 500 Zero Sync Battery: Sonic Impact, Quantum Assembly Beam, and EX-Zero Point (using the D, F, and X key). Added the Gem effect of Sonic Impact, Quantum Assembly Beam, and EX-Zero Point.

  • Enlightenment - EX-Zero Point (Skill)

    • Damage +8.2%. Fixed skill hits causing monsters to be pushed or scattered excessively. Updated the cooldown from 0s to 30s.

  • Enlightenment - Oversync

    • Before: When using with a Sync Skill in Hypersync Mode, Sync Skills cooldown -0.1/0.3/0.5s (excludes Movement Skills and Stand Up Skills).

    • After: When using with a Sync Skill (except for Comet Strike) in Hypersync Mode, Comet Strike's cooldown -1/1.5/2s. On Zero Sync Skill use, gain a shield equal to 40% of your Max HP for 15s.

  • Enlightenment - Core Reaction Amplification

    • Before: Sync Skill Damage +5%. Joint Skill Damage +10%.

    • After: Sync-type Skills can now be canceled more quickly by Comet Strike. Zero Sync Battery +5% on Comet Strike use. Sync-type Skill Damage +1/2/3/4/5%.

  • Enlightenment - Combat Mode

    • Before: When using a Sync Skill while in Hypersync Mode, gain the Combat Mode buff for 6s. Combat Mode: Sync Skill Damage +8/17/26%.

    • After: When Hypersync is active, gain the Combat Mode buff. Combat Mode: Sync-type Skill Damage +7/14/21%. Zero Sync Skills accelerate the core, decreasing the cooldown of certain Hypersync Skills. Sonic Impact: Laser Blade/Surge Blow cooldown -4s. Quantum Assembly Beam: Echelon Beam/Crimson Breaker cooldown -4s. EX-Zero Point: Laser Blade/Echelon Beam/Surge Blow/Crimson Breaker cooldown -4s.

  • Enlightenment - Skill Upgrade

    • Before: Normal, Drone, and Joint Skill Damage +14/23/32%. Awakening Skill - Air Strike Damage +14/23/32%.

    • After: Normal, Drone, and Joint Skill Damage +20/28/36%. Awakening Skill - Air Strike Damage +20/28/36%.

  • Enlightenment - Tactical Reload

    • Before: Reload buff changes to the Tactical Reload buff, which stacks up to 8 stacks. Damage to foes +0/1/2/3/4%.

    • After: Reload buff changes to the Tactical Reload buff, which stacks up to 8 stacks. Damage to foes +1/2/3/4/5%. Tactical Reload: Move Speed +1%, Atk. Speed +1%, Natural Battery Recovery +1%.

  • Enlightenment - Zero Core Energy (Previously: Self-Destruct Sequence)

    • Before: While in Hypersync Mode, if all Core Energy is consumed or if Hypersync Mode ends by pressing [Z], enter the Self-Destruct Sequence to cause an explosion that inflicts N Damage and sends nearby foes airborne. (Cooldown: 5s)

    • After: Zero Sync Skill Casting Speed +5%. Zero Sync Skill Damage +3.5/7/10.5/14/17.5%.

  • Enlightenment - Zero Mode (Previously: EX-Zero Point)

    • Before: While in Hypersync Mode, activates EX-Zero Point Skill. EX-Zero Point can be activated by using the X key while in Hypersync Mode and can be used only 1 time during Hypersync. EX-Zero Point Damage +0/80/160%.

    • After: Machinist Damage to foes +0/5/10%. Zero Sync Skills enhance the attack type of the next Hypersync Skill used, increasing Damage by 40% and Stagger by 1 level. The available Hypersync Skills vary, depending on the Zero Sync Skill used. Sonic Impact: Enhances Laser Blade and Surge Blow. Quantum Assembly Beam: Enhances Echelon Beam and Crimson Breaker. EX-Zero Point: Enhances Laser Blade, Surge Blow, Echelon Beam, and Crimson Breaker.

  • Enlightenment - Enchanted Core

    • Before: Battery Capacity +7/14/21%. When Drone Defense System effect is activated, Core Energy +20%.If Core Energy is at 100%, activates Enchanted Core. Enchanted Core: Crit Rate +3/6/9%, Damage to foes +5/10/15%.

    • After: Crit Rate +3/6/9%, Damage to foes +5/10/15%. Battery Capacity +7/14/21%. When Drone Defense System effect is activated, Core Energy +20%.If Core Energy is at 100%, activates Enchanted Core. Enchanted Core: Joint Skills refund 40/70/100% of the battery used.

  • Enlightenment - Collaboration

    • Before: On using a Normal Skill, gain the Joint: Machinist buff. On using a Drone Skill, gain the Joint: Drone buff. Using a Hypersync Skill will remove Joint: Machinist and Joint: Drone. If removed by a Joint Skill, damage dealt by that Joint Skill increases. Joint: Machinist - next Joint Skill Damage +1.8/3.6/5.4/7.2/9%. Joint: Drone - next Joint Skill Damage +1.8/3.6/5.4/7.2/9%.

    • After: On using a Normal Skill, gain the Joint: Machinist buff for 20s. On using a Drone Skill, gain the Joint: Drone buff for 20s. Joint: Machinist - Joint Skill Damage +1.2/2.4/3.6/4.8/6%. Joint: Drone - Joint Skill Damage +1.2/2.4/3.6/4.8/6%.

  • Leap - Autopilot

    • Before: Point Exclusion is immediately cast at target location. Damage to foes decreased by 30/17.5/5%.

    • After: Point Exclusion is immediately cast at target location. On using a Zero Sync Skill, cooldown -5s and Damage to foes -30/17.5/5%.

  • Leap - Sync Combination

    • Before: While using the Point Exclusion Skill, the next Sync Skill can be used quickly. Cooldown -25%. Damage to foes +0/20/40%.

    • After: While using the Point Exclusion Skill, the next Sync Skill can be used quickly and Damage to foes +20/41/62%.

Ark Grid

  • Order Sun Core: Quantum Operative (10P)

    • Before: Drone and Joint Skill Damage +1.6%.

    • After: Damage to foes +1.5%.

  • Order Sun Core: Quantum Operative (14P)

    • Before: On Destiny activation, gain the Destiny: Quantum Operator effect for 20s. Destiny: Quantum Operator: On Drone or Joint Skill use, Normal Skill Cooldown -0.7s. Drone and Joint Skill Damage +5%.

    • After: On Destiny activation, gain the Destiny: Quantum Operative effect for 20s. Destiny: Quantum Operative: On Drone Skill use, Normal Skill Cooldown -0.7s. Command: Baby Drones and Command: Raid Missile Damage +20%.

  • Order Sun Core: Quantum Operative (17P)

    • Before: While the Destiny: Quantum Operator effect is active, Damage to foes +3.5/4.5%.

    • After: Enhances the Destiny: Quantum Operative effect, increasing Damage to foes by 4/5%.

  • Order Sun Core: Quantum Operative (18P-20P)

    • Before: Drone and Joint Skill Damage +0.18%.

    • After: Damage to foes +0.17%.

  • Order Sun Core - Pulse Nova (14P)

    • Before: On Destiny activation, gain the Destiny: Pulse Nova effect for 15s. Destiny: Pulse Nova: Energy Buster Damage +12%. On each hit, Battery +3%.

    • After: On Destiny activation, gain the Destiny: Pulse Nova effect for 15s. Destiny: Pulse Nova: Energy Buster Damage +28%.

  • Order Sun Core - Pulse Nova (17P)

    • Before: While the Destiny: Pulse Nova effect is active, on Workshop, Drone, and Joint Skill use (excluding Energy Buster), gain 1 stack of the Destiny: Overenergized effect. (Max 5 stacks) Destiny: Overenergized: Consumed on Energy Buster use. Energy Buster Damage +3/3.6% per stack. When Destiny: Pulse Nova effect ends, Destiny: Overenergized effect is removed.

    • After: While the Destiny: Pulse Nova effect is active, on Workshop, Drone, and Joint Skill use (excluding Energy Buster), gain 1 stack of the Destiny: Overenergized effect. (Max 5 stacks) Destiny: Overenergized: Consumed on Energy Buster use. Energy Buster Damage +4.8/5.5% per stack. When Destiny: Pulse Nova effect ends, Destiny: Overenergized effect is removed.

  • Order Sun Core - Astral Suit (10P)

    • Before: Sync Skill Damage +1.5%.

    • After: Sync-type Skill Damage +1.5%.

  • Order Sun Core - Astral Suit (14P)

    • Before: On Destiny activation, gain the Destiny: Astral Suit for 30s. Destiny: Astral Suit: Crit Rate +6%.

    • After: Hypersync Skill Casting Speed +10% (excluding Movement and Stand Up Skills). On Destiny activation, gain the Destiny: Astral Suit for 60s. Destiny: Astral Suit: Crit Rate +6%.

  • Order Sun Core - Astral Suit (17P)

    • Before: While Destiny: Astral Suit effect is active, Crimson Breaker and Echelon Beam Damage +10/13%.

    • After: Enhances Destiny: Astral Suit effect, increasing enhanced Hypersync Skill Damage +20/22%.

  • Order Sun Core - Astral Suit (18P-20P)

    • Before: Sync Skill Damage +0.17%.

    • After: Sync-type Skill Damage +0.17%.

  • Order Sun Core - Quasar Cannon Suit (Previously: Bomber Suit) (10P)

    • Before: Sync Skill Damage +1.5%.

    • After: Sync-type Skill Damage +1.5%.

  • Order Sun Core - Quasar Cannon Suit (Previously: Bomber Suit) (14P)

    • Before: On Destiny activation, gain the Destiny: Bomber Suit effect for 20s. Destiny: Bomber Suit: EX-Zero Point Damage +5%.

    • After: On Destiny activation, gain the Quasar Cannon Suit effect for 40s. Destiny: Quasar Cannon Suit: On Zero Sync Skill use, Quantum Assembly Beam cooldown -4s.

  • Order Sun Core - Quasar Cannon Suit (Previously: Bomber Suit) (17P)

    • Before: Using Sync Skills while Destiny: Bomber Suit is active consumes 2% of Max Core Energy. Sync Skill Damage +2%. Self-Destruct Sequence Damage +12/24%.

    • After: Using a Zero Sync Skill while Destiny: Quasar Cannon Suit is active adds 1 stack of the Destiny: Antimatter Beam effect for 60s. (Max 3 stacks) Destiny: Antimatter Beam: Consumed on Quantum Assembly Beam use, increasing Quantum Assembly Beam Damage +5/6.5% per stack.

  • Order Sun Core - Quasar Cannon Suit (Previously: Bomber Suit) (18P-20P)

    • Before: Sync Skill Damage +0.17%.

    • After: Quantum Assembly Beam Damage +0.7%.

  • Order Sun Core - Titan Suit (Previously: Blade Suit) (10P)

    • Before: Sync Skill Damage +1.5%.

    • After: Sync-type Skill Damage +1.5%.

  • Order Sun Core - Titan Suit (Previously: Blade Suit) (14P)

    • Before: Laser Blade cooldown -3s. On Destiny activation, gain the Destiny: Blade Suit effect for 10s. Destiny: Blade Suit: Atk. Speed +20%. Echelon Beam Damage -80%.

    • After: Crimson Breaker and Echelon Beam Damage -20%. On Destiny activation, gain the Destiny: Titan Suit effect for 20s. Destiny: Titan Suit: Enhanced Laser Blade and Surge Blow Damage +25%. On Quantum Assembly Beam use, Laser Blade and Surge Blow cooldown -4s.

  • Order Sun Core - Titan Suit (Previously: Blade Suit) (17P)

    • Before: While the Destiny: Blade Suit effect is active, on Laser Blade use, gain 1 stack of the Destiny: Titan Punch effect. (Max 3 stacks) Destiny: Titan Punch: Consumed on Surge Blow use. Surge Blow Damage +30/34% per stack.

    • After: Using Laser Blade and Surge Blow while Destiny: Titan Suit is active adds 1 stack of the Destiny: Mach Drive effect for 60s. (Max 4 stacks) Destiny: Mach Drive: Consumed on Sonic Impact use, increasing Sonic Impact Damage +16/18% per stack.

  • Order Sun Core - Titan Suit (Previously: Blade Suit) (18P, 19P, 20)

    • Before: Sync Skill Damage +0.17%.

    • After: Sonic Impact Damage +0.9%.

  • Order Moon Core - Bio Modification Technique (Previously: High-Capacity Battery) (10P)

    • Before: Drone, Joint Skill Damage +1.6%.

    • After: Outgoing Damage +1.5%.

  • Order Moon Core - Bio Modification Technique (Previously: High-Capacity Battery) (17P)

    • Before: Battery Consumption Decrease 20%, Outgoing Damage +1/2%.

    • After: Outgoing Damage +4/5%.

  • Order Moon Core - Bio Modification Technique (Previously: High-Capacity Battery) (18P, 19P, 20P)

    • Before: Drone, Joint Skill Damage +0.18%.

    • After: Outgoing Damage +0.17%.

  • Order Moon Core - Bullet Tempest (17P)

    • Before: Bullet Hail Damage +60/75%.

    • After: Bullet Hail, Annihilation Mode Damage +16/19%.

  • Order Moon Core - Apocalyptic Energy (17P)

    • Before: Energy Buster Damage +10/12%.

    • After: Energy Buster Damage +16/20%.

  • Order Moon Core - Perfect Sync (10P)

    • Before: Sync Skill Damage +1.5%.

    • After: Sync-type Skill Damage +1.5%.

  • Order Moon Core - Perfect Sync (14P)

    • Before: Using Crimson Breaker activates Destiny.

    • After: Using EX-Zero Point activates Destiny.

  • Order Moon Core - Perfect Sync (17P)

    • Before: Sync Skill Damage +3.5/4.5%.

    • After: Sync-type Skill Damage +4/5%. Zero Sync Battery recovers by 50% on EX-Zero Point use.

  • Order Moon Core - Perfect Sync (18P, 19P, 20P)

    • Before: Sync Skill Damage +0.17%.

    • After: Sync-type Skill Damage +0.17%.

  • Order Moon Core - Zero Pulse Energy (Previously: Self-Destruct Module) (10P)

    • Before: Sync Skill Damage +1.5%.

    • After: Sync-type Skill Damage +1.5%.

  • Order Moon Core - Zero Pulse Energy (Previously: Self-Destruct Module) (14P)

    • Before: Entering Hypersync Mode activates Destiny.

    • After: Using Zero Sync Skill activates Destiny.

  • Order Moon Core - Zero Pulse Energy (Previously: Self-Destruct Module) (17P)

    • Before: Drone Skill Cooldown -30%. Self-Destruct Sequence Damage +40/55%.

    • After: Quantum Assembly Beam's Zero Sync Battery Consumption -50%. Damage +20/24%.

  • Order Moon Core - Zero Pulse Energy (Previously: Self-Destruct Module) (18P, 19P, 20P)

    • Before: Sync Skill Damage +0.17%.

    • After: Quantum Assembly Beam Damage +0.7%.

  • Order Moon Core - Assault Titan (10P)

    • Before: Sync Skill Damage +1.5%.

    • After: Sync-type Skill Damage +1.5%.

  • Order Moon Core - Assault Titan (17P)

    • Before: Laser Blade, Surge Blow Damage +10/13%.

    • After: Sonic Impact Damage +40/45%. Using Comet Strike enhances Laser Blade and Surge Blow.

  • Order Moon Core - Assault Titan (18P, 19P, 20P)

    • Before: Surge Blow Damage +1%.

    • After: Sonic Impact Damage +0.9%.

  • Order Star Core - Battery Output Enhancement (14P)

    • Before: Energy Buster Damage +8%.

    • After: With Command: Baby Drones' One Body and Spirit, Damage +15%.

  • Order Star Core - Battery Output Enhancement (17P)

    • Before: With Command: Baby Drones' Big Baby, Damage +65/69%.

    • After: With Command: Raid Missile's One Body and Spirit, Damage +24/28%.

  • Order Star Core - Battery Output Enhancement (18P, 19P, 20P)

    • Before: Drone, Joint Skill Damage +0.18%.

    • After: Outgoing Damage +0.17%.

  • Order Star Core - Accelerated Burst (10P)

    • Before: Energy Buster Damage +4%.

    • After: Energy Buster Damage +6%.

  • Order Star Core - Accelerated Burst (14P)

    • Before: Energy Buster Damage +10%.

    • After: With Energy Buster's Tenacity, Damage +75%.

  • Order Star Core - Accelerated Burst (17P)

    • Before: With Energy Buster's Skilled Defender, Damage +25/28%.

    • After: With Energy Buster's Skilled Defender, Damage +25/29%.

  • Order Star Core - Extrasensory Synchronization (10P)

    • Before: Laser Blade Damage +10%.

    • After: EX-Zero Point Damage +20%.

  • Order Star Core - Extrasensory Synchronization (14P)

    • Before: Echelon Beam Damage +12%.

    • After: Laser Blade and Echelon Beam Damage +8%.

  • Order Star Core - Extrasensory Synchronization (17P)

    • Before: Crimson Breaker Damage +10/15%.

    • After: Crimson Breaker Damage +15/22%.

  • Order Star Core - Extrasensory Synchronization (18P, 19P, 20P)

    • Before: Sync Skill Damage +0.17%.

    • After: Sync-type Skill Damage +0.17%.

  • Order Star Core - Artillery Stance (Previously: Zero - Countdown) (10P)

    • Before: Self-Destruct Sequence Damage +20%.

    • After: Echelon Beam Cooldown +4s, Damage +20%.

  • Order Star Core - Artillery Stance (Previously: Zero - Countdown) (14P)

    • Before: Self-Destruct Sequence Damage +30%.

    • After: Crimson Breaker Damage +12%.

  • Order Star Core - Artillery Stance (Previously: Zero - Countdown) (17P)

    • Before: EX-Zero Point Damage +6/8%.

    • After: Quantum Assembly Beam Casting Speed +15%, Damage +10/14%.

  • Order Star Core - Artillery Stance (Previously: Zero - Countdown) (18P, 19P, 20P)

    • Before: Self-Destruct Sequence Damage +1.9%

    • After: Sync-type Skill Damage +0.17%.

  • Order Star Core - Core Reactor Amplification (14P)

    • Before: Surge Blow Cooldown +150%, gain Damage Immunity, Damage +100%.

    • After: During Sonic Impact use, gain Push Immunity, Casting Speed +10%, Damage +15%.

  • Order Star Core - Core Reactor Amplification (17P)

    • Before: Laser Blade Damage +12/16%.

    • After: Laser Blade Damage +15/22%.

  • Order Star Core - Core Reactor Amplification (18P - 20P)

    • Before: Laser Blade Damage +0.6%.

    • After: Sonic Impact Damage +0.9%.

Summoner

LA ADVANCED CLASS DETAILS SUMMONER
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Ark Passive

  • Enlightenment - Elemental's Harmony

    • Before: Enhances performance of basic attacks from Maririn, Pauru, Elcid, Shurdi, Igna, and Kelsion. Kelsion and Summon Skill Damage +20/28/36%.

    • After: Enhances performance of basic attacks from Maririn, Pauru, Elcid, Shurdi, Igna, and Kelsion. Kelsion and Summon Skill Damage +23/31/39%.

Ark Grid

  • Order Sun Core - Enhanced Burst (14P)

    • Before: If Akir Burst is active upon Destiny activation, gain the Destiny: Enhanced Burst effect. Destiny: Enhanced Burst: Ancient Energy gain -100%. Summon Skill Damage +33%. Removed when Akir Burst ends.

    • After: If Akir Burst is active upon Destiny activation, gain the Destiny: Enhanced Burst effect. Destiny: Enhanced Burst: Ancient Energy gain -100%. Summon Skill Damage +35%. Removed when Akir Burst ends.

  • Order Sun Core - Enhanced Burst (17P)

    • Before: Changes Summon Skill Damage Bonus of Destiny: Enhanced Burst to 45/48%.

    • After: Changes Summon Skill Damage Bonus of Destiny: Enhanced Burst to 47/50%.

  • Order Sun Core - Basic Training (14P)

    • Before: On Destiny activation, gain the Destiny: Basic Training effect for 60s. Destiny: Basic Training: Basic Attack Damage of Igna, Maririn, and Pauru +12%. Ancient Energy gained from using Command Skill with Igna, Maririn, and Pauru as well as their Command Skill Damage -90%.

    • After: On Destiny activation, gain the Destiny: Basic Training effect for 60s. Destiny: Basic Training: Basic Attack Damage of Igna, Maririn, and Pauru +15%. Ancient Energy gained from using Command Skill with Igna, Maririn, and Pauru as well as their Command Skill Damage -90%.

Bard

LA ADVANCED CLASS DETAILS BARD BACKGROUND
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Skill

  • Sound Shock

    • Sacred Shock

      • Before: Element is now [Holy]. Marks foes hit by Sound Shock with Note Brand for 5s. Damage received from all Party Members +10%.

      • After: Element is now [Holy]. Marks foes hit by Sound Shock with Note Brand for 7s. Damage received from all Party Members +10%.

  • Sonatina

    • Changed armor type to Paralysis Immunity.

  • Rhapsody of Light

    • Skill Range +4 meters. Changed so the skill would be canceled a bit faster and reduced after-cast delay.

  • Aria

    • Changed so the skill can be used faster.

Sorceress

LA ADVANCED CLASS DETAILS SORCERESS
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Skill

  • Punishing Strike/Explosion/Doomsday

    • Damage +3.7% in PvE.

    • Ark Passive

  • Enlightenment - Reflux Enhancement

    • Before: All Skill Damage +20/31/42% (except Awakening Skills).

    • After: All Skill Damage +22/33/45% (except Awakening Skills).

    • Ark Grid

  • Order Sun Core - Magick Catalyst (14P)

    • Before: On Destiny activation, gain the Destiny: Magick Catalyst effect that lasts for the duration of Arcane Torrent. Destiny: Magick Catalyst: Skill Damage +3.3% (excluding Awakening Skills).

    • After: On Destiny activation, gain the Destiny: Magick Catalyst effect that lasts for the duration of Arcane Torrent. Destiny: Magick Catalyst: Skill Damage +7.5% (excluding Awakening Skills).

  • Order Sun Core - Bias (14P)

    • Before: On Destiny activation, gain the Destiny: Bias effect for 8s. Destiny: Bias: Normal Mode and Point Mode Skill Damage +7%. Removed upon using a Holding or Casting Skill.

    • After: On Destiny activation, gain the Destiny: Bias effect for 12s. Destiny: Bias: Normal Mode and Point Mode Skill Damage +7%. Removed upon using a Holding or Casting Skill.

  • Order Sun Core - Circulate (14P)

    • Before:After: On Destiny activation, gain the Destiny: Spell effect for 8s. Destiny: Spell: On Casting Skill use, consumes the Destiny: Spell effect. Casting Speed +25% and Damage +30%.

    • After: Casting Speed +25%. On Destiny activation, gain the Destiny: Spell effect for 8s. Destiny: Spell: On Casting Skill use, consumes the Destiny: Spell effect. Damage +30%.

  • Order Sun Core - Circulate (17P)

    • Before: When an enhanced skill ends or an effect duration ends after consuming the Destiny: Spell effect, gain the Destiny: Circulate effect for 8s. Destiny: Circulate: Normal Skill Damage +12/14.5%.

    • After: When an enhanced skill ends or an effect duration ends after consuming the Destiny: Spell effect, gain the Destiny: Circulate effect for 12s. Destiny: Circulate: Normal Skill Damage +12/14.5%.

  • Order Sun Core - Condense (14P)

    • Before: On Destiny activation, gain the Destiny: Condense effect for 30s. Destiny: Condense: On Holding Skill use, consumes the Destiny: Condense effect. Holding Speed +30%. Damage +40%.

    • After: On Destiny activation, gain the Destiny: Condense effect for 30s. Destiny: Condense: On Holding Skill use, consumes the Destiny: Condense effect. Holding Speed +30%. Damage +45%.

  • Order Sun Core - Condense (17P)

    • Before: Destiny: Condense Damage Bonus +65/72%.

    • After: Destiny: Condense Damage Bonus +72/79%.

Shadowhunter

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Skill

  • Spinning Dive

    • PvE Damage +5%. Attack type: Back Attack removed.

  • Cruel Cutter

    • Patch: PvE Damage +5%. Attack type: Back Attack removed.

    • Double-Edged Strike

      • Before: No longer triggers Back Attack. Crit Rate +20%. Damage to foes +80%.

      • After: Crit Rate +20% and Damage to foes +70%.

  • Thrust Impact

    • Patch: PvE Damage +13.4%. Attack type: Back Attack removed. Increased the distance traveled forward on skill use. Decreased the distance traveled backwards after Discharge attack.

    • Encroachment Release (Previously Encroaching Power)

      • Before: Cooldown -4s, Shadowburst Meter gain rate +100%.

      • After: Consume 20% of Shadowburst Meter for +189% Damage. Cannot be activated if there is no Shadowburst Meter.

  • Grind Chain

    • Decreased the distance traveled backwards.

    • Encroachment Release

      • Before: Cooldown +8s and Crit Rate +20%. Consume 20% of Shadowburst Meter to increase Damage +288%.

      • After: Cooldown +8s and Crit Rate +20%. Consume 10% of Shadowburst Meter to increase Damage +288%.

  • Demolition

    • PvE Damage +5%. Attack type: Back Attack removed. Decreased the distance traveled forward. Decreased lag until the next attack on additional press after the first attack.

  • Spinning Weapon

    • Decreased the distance traveled forward.

    • Instant Disposal

      • Before: Changes to Normal Mode. Quickly throws both weapons to the center. AoE Radius -20%. Damage up to +95.2%.

      • After: Changes to Normal Mode. Quickly throws both weapons to the center. AoE Radius -10%. Damage up to +95.2%. With Instant Disposal, weapon throwing distance decreases.

    • Encroachment Release

      • Before: Cooldown +4s. Consume 20% of Shadowburst Meter for Crit Rate +20%, Damage to foes +189%. Cannot be activated if there is no Shadowburst Meter.

      • After: Cooldown +4s. Consume 10% of Shadowburst Meter for Crit Rate +20%, Damage to foes +189%. Cannot be activated if there is no Shadowburst Meter.

  • Sharpened Cut

    • PvE Damage +11.1% type: Back Attack removed.

    • Demon Cut

      • Before: Attack with the power of a Demon. Damage to Challenge or lower foes +80%, Shadowburst Meter gain +100%.

      • After: Attack with the power of a Demon. Damage +96% to Push-Immune foes. Demon Cut icon changed.

  • Demonic Clone

    • PvE Damage +5%. Attack type: Back Attack removed.

    • Tenacity (Previously: Brutal Honesty)

      • Before: During skill use, grants Paralysis Immunity.

      • After: On skill use, grants Push Immunity.

  • Rising Claw

    • PvE Damage +5%. Back Attack removed.

  • Demon Vision

    • Darkness Release

      • Before: Element is now [Dark]. Crit Rate +60%.

      • After: Element is now [Dark]. Crit Rate +50%.

  • Howl

    • PvE Damage +5%. Back Attack removed.

  • Decimate

    • PvE Damage +5%. Back Attack removed. With Cruel Hand, AoE of the 2nd explosion +27.7%.

  • Wild Slash

    • PvE Damage +5%. Back Attack removed.

  • Storm Grinding

    • PvE Damage +5%. Back Attack removed. Shortened time until explosion after energy gathers where the attack landed.

  • Demonize/Cancel Demonization

    • Before: Cooldown: 0.4s

    • After: Cooldown: 1.5s

    • Fixed monsters getting excessively knocked back or scattered on skill hit. Made revisions to enable movement and skill cancellation after skill use.

  • Demolition

    • Quick Attack

      • Changed so the skill would be canceled a bit faster and reduced after-cast delay.

Specialty

  • Blood Vortex

    • Added new Demon Skill Blood Vortex. Added Blood Vortex's Gem effect.

  • Demonize

    • Before: Demonize Duration: 20s

    • After: Demonize Duration: 60s. Damage -24.3% in PvE.

  • Demon Skill

    • Removed the Demon Skill's Gem effect. The existing Demon Skill's Gem effect will be converted to Blood Vortex's Gem effect.

  • Demonic Mode Basic Attack

    • Damage -24.3% in PvE.

  • Ruining Rush

    • Damage -24.3% in PvE. Added Ruining Rush's Gem effect.

  • Death Claw

    • Before: Perform a quick claw attack for N Damage, then deliver a powerful high blow to inflict N Damage. For hit foes, Damage received from foes increases by 6% for 6s.

    • After: Perform a quick claw attack for N Damage, then deliver a powerful high blow to inflict N Damage. Damage -24.3% in PvE. Added Death Claw's Gem effect. Skill Casting Speed +14%.

  • Destruction

    • Before: Release the demonic energy latent within you to inflict up to N Damage. Cooldown: 8s

    • After: Release the demonic energy latent within you to inflict up to N Damage. Foes hit by the attack receive +6% Damage for 16s. Cooldown: 12s. Damage -23% in PvE. Damage +30.5% in PvP. Added Destruction's Gem effect. AoE of blood explosion attacks +25%.

  • Gore Bleeding

    • Before: Cooldown: 6s

    • After: Cooldown: 10s. Damage -24.3% in PvE. Damage +30.5% in PvP. Added Gore Bleeding's Gem effect. Simplified Claw's attack motion.

  • Leaping Blow

    • Before: Cooldown -18s. Max Move Distance: 8 meters.

    • After: Cooldown -16s. Max Move Distance: 10 meters. Damage -30.9% in PvE. Damage -10.7% in PvP. Added Leaping Blow's Gem effect. Changed to Push Immunity. AoE of earth striking attacks +19%. AoE of Earthquake Shockwave Attack +31.5%.

  • Blood Massacre

    • Before: Available Skill Level: 40. Cooldown: 20s.

    • After: Available Skill Level: 35. Cooldown: 16s. Damage -36.3% in PvE. Damage -17.7% in PvP. Added Leaping Blow's Gem effect. Added Blood Massacre's Gem effect. AoE Radius +16.6%.

  • Bloody Piercing

    • Before: Jump forward, infusing the ground with Vigor, inflicting N Damage and exploding Vigor in all directions, inflicting N Damage. Available Skill Level: 50.

    • After: Spread Vigor and inflict N Damage. Vigor explodes, inflicting N Damage and pushing foes away. Available Skill Level: 45. Damage +11.5% in PvE. Damage -2.2% in PvP. Changed Skill Slot to F. Added Bloody Piercing's Gem effect. Fixed monsters getting excessively knocked back or scattered on skill hit.

Ark Passive

  • Enlightenment - Demonic Impulse

    • Before: The Composure effect does not activate when Demonize ends.

    • After: When Demonize ends, Composure effect does not activate. On Blood Vortex or Bloody Piercing use, gain the Chaos Sliver effect. At 2 stacks of Chaos Sliver, changes to Frenzied Chaos. Press X to use Blood Demonic Clone. This effect is removed on Blood Demonic Clone use. On Blood Demonic Clone use, Shadowburst Meter instantly decreases by 70%, and Bloody Piercing and Blood Vortex Cooldown -50%. Added Blood Demonic Clone's Gem effect.

  • Enlightenment - Instinct Enhancement

    • Before: During Demonize, Demon Skill Cooldown (excluding Hyper Awakening Techniques) -30/60/100%.

    • After: Shadowburst Meter Gain +30/60/100% for Encroachment skills.

  • Enlightenment - Execution (Previously: Bloody Piercing)

    • Before: On each Demon Skill hit, gain the Chaos Sliver effect. Upon reaching 60 Chaos Slivers, it changes to the Frenzied Chaos effect. When Frenzied Chaos is active, press X to use the Demon Skill Blood Piercing. Blood Piercing Damage +0/70/140%. After using Bloody Piercing, you will no longer be able to gain additional Chaos Sliver effects.

    • After: While in Demonic Mode, the Shadowburst Meter is no longer consumed over time. On Blood Demonic Clone Skill use, Shadowburst Meter Consumption changes to 50%, and Blood Demonic Clone Damage +0/70/140%.

  • Enlightenment - Perfect Suppression

    • Before: Demonize transformation is disabled in exchange for activating the Encroachment Release effect to recover 1/2/3% of all MP. This effect only applies after activating Encroachment Release.

    • After: Demonize transformation is disabled in exchange for activating the Encroachment Release effect to recover 1.5/3/5% of all MP. This effect only applies after activating Encroachment Release.

  • Enlightenment - Shadowburst Control

    • Before: Shadowburst Meter Gain +20/35/50% for all skills.

    • After: Shadowburst Meter Gain +20/35/50% for all skills. Crit Rate +3/6/10%.

  • Enlightenment - Weapon Training

    • Before: Normal Skill Damage +12/22/32%.

    • After: Normal Skill Damage +12/25/40%.

Ark Grid

  • Order Sun Core - Blood Massacre (14P)

    • Before: On Destiny activation, gain the Destiny: First Blood effect for 15s. Destiny: First Blood: Atk. Speed +8%. Demon Skill Damage +1%.

    • After: On Destiny activation, gain the Destiny: First Blood effect for 60s. Destiny: First Blood: Demon Skill Damage 3.5%.

  • Order Sun Core - Blood Massacre (17P)

    • Before: On Destiny activation, next Blood Massacre Damage +10%. Demon Skill Damage +0/1%.

    • After: Destiny: First Blood effect is enhanced. Demon Skill Damage +7.5/8.5% and Atk. Speed +12%.

  • Order Sun Core - Eternal Blood (14P)

    • Before: On Destiny activation, recover Shadowburst Meter by a fixed 100%.

    • After: Shadowburst Meter Gain -50%. On Destiny activation, recover 100% of Shadowburst Meter and gain 1 stack of Destiny: Sinister. (Max 3 stacks) Destiny: Sinister: Blood Demonic Clone Damage +7% per stack.

  • Order Sun Core - Eternal Blood (17P)

    • Before: Damage to foes +0/1%. On Destiny activation, while Bloody Piercing is active, gain the Destiny: Blood Wave effect. (Max 5 stacks) Destiny: Blood Wave: At max stacks, Bloody Piercing can be used again.

    • After: On Destiny activation, gain 2 stacks of Destiny: Sinister. Max stacks increases to 6, and Blood Demonic Clone Damage +8/9.5% per stack.

  • Order Sun Core - Ominous (Previously: Precise Piercing) (14P)

    • Before: On Destiny activation, Demon Skill Damage +3% for 3 uses.

    • After: Demon Skill Damage -30%. On Destiny activation, Encroachment Skill Cooldown -8s. Gain the Destiny: Ominous effect. Destiny: Ominous: While this effect is active, instantly gain Frenzied Chaos on Leaping Blow. This effect will then disappear.

  • Order Sun Core - Ominous (Previously: Precise Piercing) (17P)

    • Before: On Destiny activation, gain 1 stack of Destiny: Precise Piercing for 120s. When Destiny: Bloody Piercing reaches 4 stacks, gain the Destiny: Bloody Piercing effect.

    • After: Outgoing Damage +5/6% while in Demonic Mode.

  • Order Sun Core - Devil Suppression (14P)

    • Before: On Destiny activation, next Cruel Cutter, Grind Chain, Demolition, or Spinning Weapon Damage +5%.

    • After: On Destiny activation, gain the Destiny: Devil Suppression effect for 30s. Destiny: Devil Suppression: Atk. Speed and Move Speed +10%. Normal Skill Damage +3%.

  • Order Sun Core - Devil Suppression (17P)

    • Before: On Destiny activation, Normal Skill Damage +5/6% for 15s.

    • After: Destiny: Devil Suppression effect is enhanced. Thrust Impact Damage +98/108%.

  • Order Sun Core - Surging Storm (14P)

    • Before: On Destiny activation, gain the Destiny: Surging Storm effect for 10s. Destiny: Surging Storm: Normal Skill Damage +3%.

    • After: On Destiny activation, gain the Destiny: Surging Storm effect for 30s. Destiny: Surging Storm: Normal Skill Damage +3%.

  • Order Sun Core - Mass Absorption (14P)

    • Before: On Destiny activation, 100% Shadowburst Meter is consumed. Next Encroachment Skill Damage +40% for 4 uses.

    • After: On Destiny activation, 50% Shadowburst Meter is consumed. Next Encroachment Skill Damage +40% for 4 uses.

  • Order Moon Core - Bloody Demon (Previously: Bloody Leap) (14P)

    • Before: Using Leaping Blow activates Destiny.

    • After: Using Demonize activates Destiny.

  • Order Moon Core - Bloody Demon (Previously: Bloody Leap) (17P)

    • Before: Blood Massacre now stacks. Blood Massacre Damage -10/5%.

    • After: Demon Skill Damage +7.5/8.5%.

  • Order Moon Core - Gore Bleeding (17P)

    • Before: Gore Bleeding Casting Speed +30%. Demon Skill Damage +0/1%.

    • After: Blood Vortex Casting Speed +30%. Bloody Piercing Damage +45/54%.

  • Order Moon Core - Demonic Clone (Previously: Impulse Piercing) (14P)

    • Before: Using Demon Skills 5 times activates Destiny.

    • After: Using Demonize activates Destiny.

  • Order Moon Core - Demonic Clone (Previously: Impulse Piercing) (17P)

    • Before: Bloody Piercing Casting Speed +15%. Damage +5/8%.

    • After: Blood Demonic Clone Casting Speed +20%. Damage +18/20%.

  • Order Moon Core - Dual Core (17P)

    • Before: Using Cruel Cutter activates Destiny. Normal Skill Damage +0/1%.

    • After: Using Cruel Cutter activates Destiny. Storm Grinding Damage +23/27%.

  • Order Star Core - Bloody Explosion (10P)

    • Before: Leaping Blow Damage +10%.

    • After: Gore Bleeding Damage +15%.

  • Order Star Core - Bloody Explosion (14P)

    • Before: Blood Massacre Crit Damage +20%.

    • After: Leaping Blow Casting Speed +20%. Damage +15%.

  • Order Star Core - Bloody Explosion (17P)

    • Before: Blood Massacre Damage +10%.

    • After: Blood Massacre Casting Speed +20%. Damage +15/25%.

  • Order Star Core - Critical Claws (10P)

    • Before: Blood Massacre Damage +6%.

    • After: Gore Bleeding Cooldown -3s. Casting Speed +20%.

  • Order Star Core - Critical Claws (14P)

    • Before: Gore Bleeding Damage +8%.

    • After: Blood Vortex Damage +10%.

  • Order Star Core - Critical Claws (17P)

    • Before: Gore Bleeding Damage +12%. Demon Skill Damage +0/1%.

    • After: Blood Demonic Clone Damage +9/14%.

  • Order Star Core - Chaos Demon (10P)

    • Before: Demon Skill Damage +1%.

    • After: Howl Cooldown -5s. Gain Paralysis Immunity.

  • Order Star Core - Chaos Demon (14P)

    • Before: Destruction Damage +15%.

    • After: Blood Demonic Clone Damage +5%.

  • Order Star Core - Chaos Demon (17P)

    • Before: Bloody Piercing Damage +8%. Demon Skill Damage +0/1%.

    • After: Bloody Piercing Damage +10/18%.

  • Order Star Core - Fatal Strike (Previously: Encroachment Release) (10P)

    • Before: With Cruel Cutter's Encroachment Release, Damage +6%.

    • After: With Demolition's Quick Attack, Cooldown +2s, but Damage +82%.

  • Order Star Core - Fatal Strike (Previously: Encroachment Release) (14P)

    • Before: Spinning Weapon's Encroachment Release Damage +10%.

    • After: With Sharpened Cut's Infiltration Attack, Cooldown +6s, but Damage +203%.

  • Order Star Core - Fatal Strike (Previously: Encroachment Release) (17P)

    • Before: With Encroachment Release, Grind Chain Damage +15%. Normal and Encroachment Skill Damage +0/1%.

    • After: With Last Impact's Encroachment Release, Cooldown +6s, but Damage +40/48%.

Deathblade

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Ark Passive

  • Enlightenment - Extreme Body Movement

    • Before: All Damage to foes +6/12/18%. Deathblade Surge changes to a piercing attack that slashes enemies while traveling to the target location. Always hits as a Back Attack regardless of attack direction.

    • After: All Damage to foes +7/14/21%. Deathblade Surge changes to a piercing attack that slashes enemies while traveling to the target location. Always hits as a Back Attack regardless of attack direction.

Ark Grid

  • Order Sun Core - Focused Strike (14P)

    • Before: On Destiny activation, next Charge-type skill Damage +16% and Charge Speed +40% for 4 times.

    • After: On Destiny activation, next Charge-type skill Damage +16% and Charge Speed +50% for 4 times.

  • Order Sun Core - Focused Strike (17P)

    • Before: On Destiny activation, Charge-type skill Damage +6/7% for 15s. On Darkaxel hit, inflict Open Weakness for 10s.

    • After: On Destiny activation, Charge-type skill Damage +7.5/9% for 15s. On Darkaxel hit, inflict Open Weakness for 10s.

  • Order Moon Core - Recharge (17P)

    • Before: Charge-type Skill Damage +6/7%.

    • After: Charge-type Skill Damage +7.5/9%.

  • Order Moon Core - Deathblade Wave (17P)

    • Before: Fatal Wave Cooldown -4s. Damage +9/12%. MP Cost -50%.

    • After: Fatal Wave Cooldown -4s. Damage +16/20%. MP Cost -50%.

  • Order Star Core - Death Sword Energy (14P)

    • Before: Fatal Wave Casting Speed +30%. Damage +10%.

    • After: Fatal Wave Casting Speed +30%. Damage +14%.

  • Order Star Core - Death Sword Energy (17P)

    • Before: With Fatal Wave's Death Wave, Damage +14/18%.

    • After: With Fatal Wave's Death Wave, Damage +20/24%.

Aeromancer

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Skill

  • Spread

    • Changed so the skill would be canceled a bit faster and reduced after-cast delay.

  • Downward Strike

    • Thundercrack

      • Skill Casting Speed +13.3%.

  • Tornado Dance

    • Changed so the skill can be used quickly. Attack Casting Speed +23%. With Superspeed Spin, the Spin Attack's ratio decreases while the last attack's ratio increases.

  • Rage

    • Changed so the skill can be used quickly.

  • Space Cleave

    • Damage +29.2% in PvE.

Ark Grid

  • Order Star Core - Driving Hit (10P)

    • Before: Tornado Dance Damage +20%.

    • After: During Rage and Tornado Dance use, Casting Speed +20%. Grants Paralysis Immunity while casting Rage.

  • Order Star Core - Driving Hit (14P)

    • Before: Tornado Dance Damage +30%.

    • After: Tornado Dance Damage +55%.

  • Order Star Core - Breakthrough (14P)

    • Before: Wind Gimlet Damage +10%.

    • After: Wind Gimlet Damage +10%. Grants Push Immunity while casting.

  • Order Star Core - Breakthrough (17P)

    • Before: With Wind Gimlet's Piercing, Damage +15/20%.

    • After: Wind Gimlet Damage +15/20%.

Wildsoul

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Ark Passive

  • Enlightenment - Wild Impulse

    • Before: Shapeshift Skill Damage +1/6/12%. On using Shapeshift Skill that consumes Phantom Beast Energy, gain 450 Bear or Fox Energy, based on the shapeshifted form.

    • After: Shapeshift Skill Damage +1/8/15%. On using Shapeshift Skill that consumes Phantom Beast Energy, gain 450 Bear or Fox Energy, based on the shapeshifted form.

Combat/Skill Improvements

The next skill can now be used faster after the following casting skills:

  • Paladin

    • Holy Explosion

    • Sword of Justice's Enhanced Strike

  • Deadeye

    • Perfect Shot's Perfect Aim

  • Artillerist

    • Barrage: Steel Rain's Improved Payload Leap Passive

  • Gunslinger

    • Perfect Shot's Perfect Aim

  • Summoner

    • Ancient Spear

    • Electric Storm

  • Bard

    • Stigma

  • Sorceress

    • Punishing Strike

    • Explosion

    • Doomsday

    • Lava Blast

  • Artist

    • Paint: Moonsketch

  • Aeromancer

    • Rainstorm

Other

  • With the Scrapper's Shock Release buff, when its Passive Level changes or gets deactivated, the Shock Release buff is now removed.

  • The Deadeye's Specialist's Movement Passive no longer pierces monsters when moving while casting a Shotgun Skill.

  • Movement Skills can be canceled immediately after the Clash Pattern ends.

  • Modified icons for the following effects for easier identification in combat:

    • Sharpshooter's Destiny: Max Tension effect

    • Sharpshooter's Destiny: Rapid Rage effect

Skill Effect Improvement

  • The following skill effects were improved:

    • Paladin

      • Spin Slash Skill effect

      • Flash Thrust Skill effect

      • Flash Slash Skill effect

      • Punishment Skill effect

      • Dash Slash Skill effect

      • Executioner's Sword Skill effect

      • Holy Sword Skill effect

      • Sacred Executioner Skill effect

      • Holy Aura Skill effect

      • Spin Execution of Justice effect. Dedication actions now appear with Paladin's Execution of Justice's Express Fury and Forward Attacks.

    • Machinist

      • Machinist's Command: Baby Drones Skill effect

      • Machinist's Annihilation Mode Skill effect

    • Summoner

      • Ancient Spear Skill effect

    • Shadowhunter

      • Thrust Impact Skill effect

      • Howl Skill effect

      • Piercing Thorn Skill effect

      • Decimate Skill effect

      • Storm Grinding Skill effect

      • Gore Bleeding Skill effect

      • Bloody Piercing Skill effect

    • Deathblade

      • When Fatal Wave Skill is used with Deathblade's Death Wave, the Blackout effect was removed while new effects were added.

  • When the following classes use certain skills with Engraving: Magick Stream, some buff effects are no longer hidden by Magick Stream's buff effects.

    • Paladin's Wrath of God Skill

    • Bard's Heavenly Tune Skill