Fixes · NewAge x2 and Spark x1

Divine Templar: Buffs, Nerfs and Skill Fixes

We checked every Templar skill against its in-game description and fixed the mismatches: the Transcendent skills now cost and cast like the regular ones, Noblesse Circlet gives P. Atk., Light Discharge and the Divine Guardian were reworked, Lord Knight finally works. Plus fixes for all classes.

On September 20 a Divine Templar patch went live on NewAge x2 and Spark x1: we checked every skill of the class against its in-game description and fixed the mismatches — some things got stronger, some weaker, and a few effects now work for the first time. Alongside it, several fixes that concern all classes. Everything by section below.

Sacral Strike, Purify, Judgment

Noblesse Circlet

  • Noblesse Circlet gives M. Def. +500P. Atk. +500, as described.
  • Lasts 20020 min.
  • Takes 1 sec. to cast with a 0.5 sec. delay and no longer counts as a magic skill: a magic block doesn't stop it.

Light Discharge

  • The attack of Light Discharge takes 1.5 sec. to cast instead of 2, like the heal.
  • The attack ignores 20% of defense, as described, not 30%. Noblesse Light Discharge keeps its 30%.
  • For both Discharges, at enchant steps 1 and 2 the attack power is 8% higher (5,540–7,662); at step 3 the attack radius is 300400.
  • Spirit Ore is consumed only at enchant steps: 1 / 1 / 2 pcs. with a 50% chance. Before, the regular Discharge used no ore at all, while the Noblesse one always used up to 5 pcs., even without enchant.
  • The heal works within 300500 (400 with enchant) and reaches an ally at the full cast range. The heal's cooldown is not reduced at all skill levels — before, only at levels 1–3.
  • At step 3 the heal effect reduces critical damage taken not only from physical skills but from magic skills too (−800).
  • Noblesse Light Discharge hits the target and the enemies around it, not every enemy around the Templar. Its heal covers 6 / 8 / 10 / 12 allies depending on the enchant, instead of always 6. When you lack MP, it no longer goes to waste into cooldown.

Divine Guardian and Light Points

  • While the Guardian is alive, Light Points don't accumulate, and the 100,000 points for the summon are always deducted. Before, any summoned creature — the Guardian included — switched off both the gain and the deduction, and the Guardian could be re-summoned for free.
  • Light Points are granted even if the target vanished by the end of the cast.
  • The Guardian repeats ally skills too: it heals with Sacral Strike and Light Discharge, removes Imprisonment with Purify, and at level 3 answers Holy Circle with Vow. It doesn't rush at allies.
  • The Guardian's power and heals match the description: Sacral Strike 7,550 / 8,060 / 8,460 with a 1,140 / 1,275 / 1,425 heal, Purify 7,650 / 8,260 / 8,580, Light Discharge at Lv. 2 / 3 — 5,839 / 6,123 with a 2,150 / 2,250 heal. At level 3 the hits and heals no longer trigger twice.
  • The Guardian's Sacral Strike ignores 10% of defense and can land a critical hit; the Guardian's Light Discharge ignores 20% of defense — same as the Templar's.

Class skills

  • Lord Knight: the shield blocks attacks from all directions; Shield Defense Ignore Removal 8% works — with that chance a hit that ignores the shield can still run into it; killing a target restores 1% MP, at most once every 3 sec. None of this worked before.
  • Might of Light no longer counts as a dance and doesn't take a dance/song slot.
  • Holy Circle Lv. 2 removes Light Protection from enemies, as described.
  • Light Prison lasts 53 sec.
  • Light Shock from Light Discharge lasts 23 sec. and now counts as a debuff.
  • Light Reflection ignores 10% of defense, as described.
  • Sacral Power and Decoy — no delay after the cast.
  • Light Shield at step 3 got its own look; it used to look like step 2.
  • Decoy now provokes up to 20 monsters and up to 6 players, instead of 6 targets in total.

Passive skills

For all classes

Spotted another mismatch with a skill description? Tell us — we'll check and fix it. Discord
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