Fixes · NewAge x2 and Spark x1

Warlord, Duelist, Knights and Bards: Skill Fixes

We checked the skills of the Warlord, Gladiator and Duelist, the knights and the bards against their in-game descriptions and fixed the mismatches: Spear Cage hits 20 targets, Blade Assault requires a kill, Shield Charge and Powerful Charge finally deal their full power, Cantabile and Vivace reach allies only. Plus fixes to visibility, movement and object relations.

On September 22 a big fix pack for warriors and knights went live on NewAge x2 and Spark x1: we checked the skills of the Warlord, Gladiator and Duelist, Phoenix Knight, Hell Knight, Eva's Templar and Shillien Templar, the Troubadour and Sword Muse, the Blade Dancer and Spectral Dancer against their in-game descriptions and fixed the mismatches. Some of these skills belong to other classes too — the fixes apply to everyone who has them. Alongside it: fixes to visibility, movement and object relations that concern everyone. Everything by section below.

Warlord

Attacks

  • Shocking Burst costs HP, as the description says: 507, 558 and 609 by level. HP wasn't deducted before.
  • Amazing Thunder Storm costs MP as described: at skill levels 41–45 118–12969–72.
  • Amazing Spike Thrust hits with 4907–68275668–7886 power — the promised power boost finally works.
  • Spike Thrust and Amazing Spike Thrust at levels 17–20 cost 74–8073–76 MP.
  • Fatal Strike at level 1 hits with 649694 power.
  • Spear Rumble removes Wind Walk from the targets, as the description promises.
  • Great Sweep in PvP no longer shortens its own stun: the knockback used to cut the three-second stun down to one second.
  • Shocking Burst lowers P. Def. and M. Def. by 30% with a chance, just like it stuns. The defense reduction used to trigger always.
  • Spear Howl removes only Wind Walk, as described. It no longer touches Fast Run, Blade Movement, Dash, Song of Wind and Movement Perfection.
  • Rush recharges in 3 sec. against players too — the cooldown against them used to be 7 sec.
  • Rush and Buff Thief generate as much monster aggression as the client data says.
  • Power Shot at levels 1–9 no longer lands critical hits, as the description says.
  • Spear Cage: against monsters the skill hits up to 20 targets, against players — up to 10 (the number used to be random, 5 to 16, in any fight). Against monsters the cooldown is shorter: 20 sec. without enchant, 17.5 / 12.5 / 10 sec. at +1 / +2 / +3 — it used to be 30 / 25 / 20 / 15 sec. Against players the cooldown is unchanged: 30 / 25 / 20 / 15 sec.

Buffs and support

  • Final Frenzy adds P. Atk. when HP is below 60%, as described, not from 65%.
  • Thrill Fight raises Speed by 5 / 10 / 15, as described, not by 5 / 10 / 15%, and takes 1.5 sec. to cast instead of being instant.
  • Acumen removes effects that lower P. Accuracy and P. Evasion. Before, instead of the Evasion debuff it removed your own Accuracy buffs. The skill no longer counts as magic — silence doesn't stop it.
  • Bandage removes bleeding with a 50 / 70 / 100% chance, as described, but bleeding of any strength. It used to trigger always, yet couldn't remove strong bleeding.
  • Lionheart at level 3 gives buff-cancel resistance +40%+30%, as described.

Passive skills

  • Anger works only with a spear, as described: the P. Atk. +400, the damage bonuses and the rage build-up.
  • Shock Mastery raises the shock chance only with a sword, blunt, spear or dual swords.
  • Enhanced Weapon gives Atk. Spd. and P. Skill Power only with the weapons from the description.
  • Emergency Rescue speeds up HP recovery only when HP is below 30%. The bonus used to work always.

Duelist

Attacks

  • Blade Strike again lowers the target's P. Def.: −23% (−30% from level 41) for 20 sec., with a 70% chance. The defense reduction almost never stuck before.
  • Slashing Blade: Slash hits with 1703–78521873–8637 power and ignores 10% of defense instead of 15%, as described.
  • Slashing Blade and Slashing Blade: Slash cast from 150, as described, not from 600, and cost MP as described (76 instead of 80 at level 45).
  • Blade Assault at close range works as described: the repeat cast is granted only for killing the target, and a kill shortens the cooldown and opens the third strike. Before, at close range the repeat was always granted and kills weren't counted.
  • Blade Assault ignores 15% of defense instead of 20%, as described, and the rush triggers from 600, as the skill tooltip says.
  • Blade Wave casts from 600 instead of 500 and hits up to 6 targets, as described (Slash — up to 8); every enchant step adds one target.
  • Blade Wave: Slash at levels 1–4 costs 72–9491–109 MP.
  • The P. Def. reduction from Blade Wave and Amazing Blade Strike applies with a 70% chance, as the descriptions say, and no longer stacks with other defense reductions — the strongest one applies.
  • Blade Punishment casts in 0.5 + 0.5 sec. instead of 1 sec.; Blade Punishment: Slash ignores 10% of defense instead of 15%.
  • Indestructible Blade costs 80 / 85 / 90 MP (Master — 90) instead of 70–72.
  • Blade Rush recharges in 3 sec. against players too — it used to be 7 sec.
  • Indestructible Seal no longer generates huge monster aggression when the imprisonment ends; aggression from the rest of the class's skills matches the client data.

Buffs

Passive skills

Knights

Attacks

  • Powerful Charge hits with 4500 power, and after Battle Will — 5000, as described. The power wasn't applied at all before.
  • Shield Charge hits with 2191–26086075–7692 power and ignores 10% of defense, as described.
  • Aqua Strike at level 6 hits with 1541540 power. Aqua Strike at levels 16–28 and Abyss Strike at levels 16–30 became 3% stronger, as described.
  • Lightning Strike at levels 6 and 7 hits with 5334 and 5554 power instead of 5131 and 5334.
  • The range of Condemnation is 700, as described, not 900.

Aggression and "Help"

MP and HP costs

Buffs

  • Phoenix Power and Dark Might recharge in 10 sec., as described. There was no cooldown before.
  • Battle Will no longer shares its cooldown with Shield Stun and Phoenix Flame. Before, after Battle Will the shield strike was unavailable for 10 sec., and after the strike Battle Will — for 20 sec.
  • Ultimate Defense: Endurance gives Enhanced Body 35%, as described. This bonus didn't work before.
  • Eva's Defense recharges in 510450 sec., and the cooldown is fixed, as described.
  • Life Magic Harmony - Defense restores 200–500 HP when taking damage, at most once every 8 sec., as described. Before, it healed on attack once every 15 sec., like Life Magic Harmony - Attack.
  • Remedy removes bleeding and poison with a 50 / 70 / 100% chance, as described, but of any strength. It used to trigger always, yet couldn't remove strong effects.

Passive skills

  • Templar's Armor Mastery reduces received basic critical damage by 35%, as described. Because of an error it used to reduce the Templar's own critical damage by 35%.
  • Eva's Templar's Armor Care reduces received critical damage by 2 / 4%. Because of a sign error it used to increase it.
  • Masterpiece Shield and Armor Care now have a working Shield Defense Ignore Removal of 3 / 8%: with that chance the shield can block even an attack that ignores shield defense.
  • Masterpiece Shield gives everything the description promises: P. Skill Critical Rate +1 / +3%, P. Skill Critical Damage +3 / +8% and at level 2 a PvE damage bonus of +10%. Before, the rate was +1% at both levels, basic critical damage grew instead of skill critical damage, and there was no PvE bonus.
  • Shield Mastery raises P. Atk. and P. Def. only with a shield, as described. Before, P. Atk. grew without a shield and P. Def. required heavy armor. Block chance at level 3 — +35%+30%, shield defense at level 4 — +60%+50%.
  • Honor at level 2 gives P. Def. +120+140.
  • Thunder Master raises the paralysis chance by 15%, not 5%.
  • Templar's Weapon Mastery works only with a sword or a blunt, as described. The bonuses used to work with any weapon.
  • Passive: Basic Attack Range increases basic attack range by 60. The skill used to give nothing.
  • Power Stance from Heavy Armor Mastery, Knight's Armor Mastery and Bard's Armor Mastery recharges in 10 sec., as described, not 20.

Cast times and general

Bards

Songs and dances

Amadeus and Flamenco

Attacks

Debuffs

  • Wild Beat no longer loses its charm when re-applied after 20–25 sec.
  • Break and Heavy Break cost 5–11010–220 MP, take 1.5 sec. to cast instead of 1.2 and cast from 300 instead of 400, as described. Against monsters they recharge in 40 sec., same as against players, not 3 sec.
  • Heavy Break applies with a 60%75% chance, like Heavy Strain: the description promises a higher chance.
  • The bards' attacks and debuffs generate as much monster aggression as the client data says — noticeably more than before.

Buffs

  • Sword Blessing triggers on every evasion with a 5 sec. cooldown, as described. Before — with a 10% chance and a 10 sec. cooldown that was counted separately for each enemy.
  • Blood Influence triggers on every attack once every 10 sec., as described. Before — with a 5% chance.
  • Eliminate Obstruction raises debuff resistance by 3%10%, and on trigger removes one debuff, as described, not all of them at once. Cast time 1.5 sec. instead of 1.

Passive skills

  • Bard's Weapon Mastery gives P. Atk. with dual swords too: +335…+815. The Spectral Dancer used to get no bonus with dual swords.
  • Bard's Armor Mastery raises P./ M. Def. and reduces received critical damage only in heavy armor, as described. Magic damage resistance at levels 10–12 — 30%20%.
  • Bard's Recovery Mastery restores MP as described — up to +5.45+9.5.

For all classes

Shared skills

Visibility, movement and object relations

Instance zones

  • The candles in Daytime Zaken (Cavern of the Pirate Captain) appear right after entering — no need to re-enter anymore. The candles were placed the very moment the party was teleported inside, and the data about them arrived while the game was still loading the area, so some candles weren't shown.
  • The same after any teleport: everything that appeared around you while the area was loading — monsters, characters, their movement — is shown as soon as the loading finishes.
  • Monster data in instance zones is no longer sent twice.

Movement

  • Players and monsters running toward a target no longer look "frozen" in place to someone who has just seen them. This happened on attacking, casting a skill, picking up items, talking to an NPC, auto-hunting and following someone.
  • A running player no longer freezes on other players' screens when changing equipment, title or another part of the appearance.
  • If a player or a monster is already casting a skill the moment you see them, you will see that cast to the end. It used to be skipped.

Object relations

  • The attack emblem and the name color now always match the real state: flag, reputation, clan war, siege sides, party, clan and alliance.
  • Entering or leaving a town, an arena, a siege zone or a no-combat zone immediately changes whether a character can be attacked with a click. This wasn't transmitted before, and you had to hold Ctrl.
  • A reputation change is visible at once, even if the name was already red.
  • An enemy's pet is highlighted and attacked with a click just like its owner. This used to work only for summoned servitors, while pets stayed neutral.
  • The name color of players and summoned creatures is no longer lost on meeting them. This data sometimes arrived before the character itself, the game discarded it and it wasn't sent again.
  • Leaving a command channel and disbanding it immediately remove the ally highlight.
Spotted another mismatch with a skill description? Tell us — we'll check and fix it. Discord
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