Difference between revisions of "Skill and Mechanic Changes"
From LeikaRO wiki
((by SublimeText.Mediawiker)) |
((by SublimeText.Mediawiker)) |
||
Line 194: | Line 194: | ||
* {{Skill Icon|Cloaking Exceed}} '''Cloaking Exceed''' no longer consumes SP or triggers After-cast Delay when used to uncloak. | * {{Skill Icon|Cloaking Exceed}} '''Cloaking Exceed''' no longer consumes SP or triggers After-cast Delay when used to uncloak. | ||
* {{Skill Icon|Poisonous Smoke}} '''Poison Smoke''' is recastable, with new instance replacing the previous. Has 1s Variable and 1s Fixed Cast Times, After-cast Delay is 1s. | * {{Skill Icon|Poisonous Smoke}} '''Poison Smoke''' is recastable, with new instance replacing the previous. Has 1s Variable and 1s Fixed Cast Times, After-cast Delay is 1s. | ||
− | * {{Skill Icon|Venom Pressure}} '''Venom Pressure''' used on a target debuffed by '''Venom Splasher''', upgrades it to '''Venom Scourge''' and detonates instantly.<br>This consumes twice as much SP and if there isn't enough, the skill is cast with its normal effect. | + | * {{Skill Icon|Venom Pressure}} '''Venom Pressure''' used on a target debuffed by {{Skill Icon|Venom Splasher}} '''Venom Splasher''', upgrades it to '''Venom Scourge''' and detonates instantly.<br>This consumes twice as much SP and if there isn't enough, the skill is cast with its normal effect. |
− | * '''Venom Scourge''' is a boosted version of {{Skill Icon|Venom Splasher}} '''Venom Splasher''', which gains Base Level/120 scaling, one extra cell to its effective range and a doubled chance to ''Poison''.<br>Additionally, it spreads the '''Guillotine Cross Poison''' consumed by '''Venom Pressure''' to all affected targets. | + | * '''Venom Scourge''' is a boosted version of {{Skill Icon|Venom Splasher}} '''Venom Splasher''', which gains Base Level/120 scaling, one extra cell to its effective range and a doubled chance to ''Poison''.<br>Additionally, it spreads the '''Guillotine Cross Poison''' consumed by {{Skill Icon|Venom Pressure}} '''Venom Pressure''' to all affected targets. |
* '''Leech End''' was reworked, it now heals the user for 25% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting. | * '''Leech End''' was reworked, it now heals the user for 25% of the damage dealt as long as the affected target is within 6 cells. No longer hitlocks or interrupts casting. | ||
* '''Pyrexia's''' reapplication refreshes ''Blind'' and ''Hallucination''. | * '''Pyrexia's''' reapplication refreshes ''Blind'' and ''Hallucination''. | ||
Line 260: | Line 260: | ||
* {{Skill Icon|Loud Exclamation}} '''Loud Exclamation''' was remade. Now instead increases Merchant's resistance to ''Sleep'' and ''Confusion'' statuses.<br> Additionally attempts to remove those statuses from self and party members in a 11x11 cells area at a 40% chance. | * {{Skill Icon|Loud Exclamation}} '''Loud Exclamation''' was remade. Now instead increases Merchant's resistance to ''Sleep'' and ''Confusion'' statuses.<br> Additionally attempts to remove those statuses from self and party members in a 11x11 cells area at a 40% chance. | ||
* {{Skill Icon|Change Cart}} '''Change Cart''' and {{Skill Icon|Decorate Cart}} '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts.<br> '''Change Cart's''' list includes the Mechanic-only ''Hi-tech Cart''. | * {{Skill Icon|Change Cart}} '''Change Cart''' and {{Skill Icon|Decorate Cart}} '''Decorate Cart''' have normalized level requirements for different carts, going up for newer carts.<br> '''Change Cart's''' list includes the Mechanic-only ''Hi-tech Cart''. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Cart Revolution}} '''Cart Revolution''' has a range of 2 cells. |
* {{Skill Icon|Cart Termination}} '''Cart Termination''' has a range of 2 cells. | * {{Skill Icon|Cart Termination}} '''Cart Termination''' has a range of 2 cells. | ||
* {{Skill Icon|Hilt Binding}} '''Hilt Binding''' grants 3 str and 10 BATK. | * {{Skill Icon|Hilt Binding}} '''Hilt Binding''' grants 3 str and 10 BATK. | ||
Line 291: | Line 291: | ||
* {{Skill Icon|FAW Magic Decoy}} '''FAW - Magic Decoy''' detects hidden targets and casts level 10 '''Fire Bolt'''/'''Cold Bold'''/'''Lightning Bolt'''/'''Earth Spike'''.<br> Also casts level 10 '''Heal''' on the Mechanic once every 10 seconds as long as the Mechanic is below 90% of Max HP. | * {{Skill Icon|FAW Magic Decoy}} '''FAW - Magic Decoy''' detects hidden targets and casts level 10 '''Fire Bolt'''/'''Cold Bold'''/'''Lightning Bolt'''/'''Earth Spike'''.<br> Also casts level 10 '''Heal''' on the Mechanic once every 10 seconds as long as the Mechanic is below 90% of Max HP. | ||
* {{Skill Icon|Divest FAW}} '''Remove FAW''' recovers one ''Steel'' when used on '''Silver Sniper''' or one ''Brigan'' when used on '''Magic Decoy'''. | * {{Skill Icon|Divest FAW}} '''Remove FAW''' recovers one ''Steel'' when used on '''Silver Sniper''' or one ''Brigan'' when used on '''Magic Decoy'''. | ||
− | * {{Skill Icon| | + | * {{Skill Icon|Lava Flow}} '''Magma Eruption''' has a boosted damage formula for the initial swing, and the eruption tick's damage scales with Base Level, up to 3600. |
* '''Mado Gear''' changes: | * '''Mado Gear''' changes: | ||
** Gains additional 4 cells to its normal attack range as long as a weapon is equipped. | ** Gains additional 4 cells to its normal attack range as long as a weapon is equipped. | ||
Line 336: | Line 336: | ||
* {{Skill Icon|Gloomy Day}} '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. | * {{Skill Icon|Gloomy Day}} '''Gloomy Day''' is now only usable on enemies, party members and self, and no longer usable on Bosses. | ||
* {{Skill Icon|Harmonize}} '''Harmonize''' is no longer usable on Bosses. | * {{Skill Icon|Harmonize}} '''Harmonize''' is no longer usable on Bosses. | ||
− | * {{Skill Icon|Siren's | + | * {{Skill Icon|Siren's Voice}} '''Siren's Song''' visuals are improved. |
* {{Skill Icon|Metallic Sound}} '''Metallic Sound''' deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s. | * {{Skill Icon|Metallic Sound}} '''Metallic Sound''' deals x1.5 damage to monsters and decreases their Hard DEF/MDEF by up to 30% for 10s. | ||
* {{Skill Icon|Echo Song}} '''Echo Song''' reduces physical damage taken by a percentage. | * {{Skill Icon|Echo Song}} '''Echo Song''' reduces physical damage taken by a percentage. | ||
− | * {{Skill Icon|Lover | + | * {{Skill Icon|Lover Symphony}} '''Lover's Symphony''' reduces magical damage taken by a percentage. |
* {{Skill Icon|Windmill Rush}} '''Windmill Rush''' increases physical damage by a percentage. | * {{Skill Icon|Windmill Rush}} '''Windmill Rush''' increases physical damage by a percentage. | ||
* {{Skill Icon|Moonlight Serenade}} '''Moonlight Serenade''' increases magical damage by a percentage. | * {{Skill Icon|Moonlight Serenade}} '''Moonlight Serenade''' increases magical damage by a percentage. | ||
Line 360: | Line 360: | ||
* Hunter traps that normally have a cast time, have none for Hunters but do for Rogues that copied them. | * Hunter traps that normally have a cast time, have none for Hunters but do for Rogues that copied them. | ||
* Ranger traps deal half their damage normally, which is brought back by leveling '''Trap Research''', meaning that Shadow Chasers can use those skills with limited effectiveness instead of doing no damage. | * Ranger traps deal half their damage normally, which is brought back by leveling '''Trap Research''', meaning that Shadow Chasers can use those skills with limited effectiveness instead of doing no damage. | ||
− | * {{Skill Icon|Double | + | * {{Skill Icon|Double Strafe}} '''Double''' and '''Beast Strafing''' benefit from the effect of '''Fear Breeze'''. |
− | * {{Skill Icon|Beast | + | * {{Skill Icon|Beast Strafe}} '''Beast Strafing''' works against Brute, Insect and Fish race monsters, and Warg riding Rangers. |
* {{Skill Icon|Beast Bane}} '''Beast Bane's''' bonus scales with Base Level, much like '''Demon Bane'''. Works against Brute, Insect and Fish race monsters. | * {{Skill Icon|Beast Bane}} '''Beast Bane's''' bonus scales with Base Level, much like '''Demon Bane'''. Works against Brute, Insect and Fish race monsters. | ||
* {{Skill Icon|Falcon Mastery}} '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires '''Falcon Flute'''. | * {{Skill Icon|Falcon Mastery}} '''Falcon Mastery''' is now an active skill that lets you summon your Falcon, just like '''Warg Mastery'''. This requires '''Falcon Flute'''. | ||
Line 407: | Line 407: | ||
* The stats of Rebel exclusive weapons were revamped. | * The stats of Rebel exclusive weapons were revamped. | ||
* Many skills have largely improved visual animations and sound effects. | * Many skills have largely improved visual animations and sound effects. | ||
− | * | + | * '''Grenade Launchers''' use bullets as their ammunition. |
− | * | + | * '''Grenade Spheres''' aren't gone however. They're now catalysts that you may click to load.<br> When one is loaded, all attacks done with grenade launchers consume a sphere and gain a bonus to Mastery ATK, while inflicting various status effects. |
* {{Skill Icon|Chain Action}} '''Chain Action''' is a toggle (unremovable) for its main effect. Behaves like '''Double Attack''' of Thief with gear bonuses, meaning you get its full bonus with any weapon by using gear that enables double attack. | * {{Skill Icon|Chain Action}} '''Chain Action''' is a toggle (unremovable) for its main effect. Behaves like '''Double Attack''' of Thief with gear bonuses, meaning you get its full bonus with any weapon by using gear that enables double attack. | ||
* {{Skill Icon|Flip the Coin}} '''Flip the Coin''' doesn't remove a coin upon failure. | * {{Skill Icon|Flip the Coin}} '''Flip the Coin''' doesn't remove a coin upon failure. | ||
Line 739: | Line 739: | ||
* {{Skill Icon|Hell's Inferno}} '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | * {{Skill Icon|Hell's Inferno}} '''Hell's Inferno''' now does a single, shadow property hit for full damage. Has its own Spellbook. | ||
* {{Skill Icon|Comet}} '''Comet''' had its Fixed Cast Time halved and Cooldown reduced to 10s. Base Level damage scaling for 2 Warlocks was moved at the end of the formula. | * {{Skill Icon|Comet}} '''Comet''' had its Fixed Cast Time halved and Cooldown reduced to 10s. Base Level damage scaling for 2 Warlocks was moved at the end of the formula. | ||
− | * {{Skill Icon|Summon}} '''Summon''' skills call all 5 Elemental Balls at once if level 5 is used, but with increased Cast Time. | + | * {{Skill Icon|Summon Fire Ball}} {{Skill Icon|Summon Water Ball}} {{Skill Icon|Summon Lightning Ball}} {{Skill Icon|Summon Stone Ball}} '''Summon''' skills call all 5 Elemental Balls at once if level 5 is used, but with increased Cast Time. |
* {{Skill Icon|White Imprison}} '''White Imprison''' makes monsters ignore you, losing aggro. '''Gravitation Field''' only deals base damage to targets trapped by this skill (not the Base Level bonus). | * {{Skill Icon|White Imprison}} '''White Imprison''' makes monsters ignore you, losing aggro. '''Gravitation Field''' only deals base damage to targets trapped by this skill (not the Base Level bonus). | ||
* {{Skill Icon|Marsh of Abyss}} '''Marsh of Abyss''' also decreases ''Shadow'' property resistance of the target and can be used on Bosses. The MSPD and AGI/DEX reductions do not apply to Bosses.<br>Displays its animation every 2s while active. | * {{Skill Icon|Marsh of Abyss}} '''Marsh of Abyss''' also decreases ''Shadow'' property resistance of the target and can be used on Bosses. The MSPD and AGI/DEX reductions do not apply to Bosses.<br>Displays its animation every 2s while active. |
Revision as of 03:03, 21 January 2024
Some skills, status effects and mechanics have been changed here on LeikaRO. All buffs, nerfs, and changes will be listed underneath. Fixes will not be listed.
Do note that the changes below are in relation to the original state of the things circa 2014.
If a skill follows its in-game description, then it can be assumed to be working as intended. Inquire and give your suggestions about changes on the forum and Discord.
Contents
General
- Most of skill animations were reworked to look nice and not clog the client with visuals and sounds, area skills don't replicate their animation/sound for every target hit,
white "bash" effect is removed for skills where it doesn't belong, skills missing weapon motion had it added. Skills that had no animation, now have one. - Skills which missed a motion animation when their cast becomes instant, have one.
- Multiple status effects that had no trigger visual effects, now have one. Those include: Bleeding, Fear, Deep Sleep and Crystallization.
- Variable Cast Times of most first and second job skills were drastically reduced and Fixed Cast Time portions either removed entirely or greatly reduced to represent their usage pre-Renewal.
Some of the skills affected by this are Arrow Vulcan, Sharp Shooting, Magnus Exorcismus and all Wizard AoEs.
This does not include signature powerhouse skills like Acid Demonstration or Asura Strike and most support skills. - Healing abilities that account MATK, heal for a fixed amount, without a variation.
- Renewal's Base Level damage scaling applies at the end of the formula, after all other possible modifiers, this means that some skills that didn't feel good before, now scale better.
- ASPD formula was tweaked to resemble that of iRO but with buffs having a stronger effect. In practice this means that higher ASPD values are considerably easier to achieve if you invest into it.
- Double Attack effect is no longer capped at 50%, it is possible to go over that number through various gear bonuses and Kagemusha.
Abilities like Chain Action, Eternal Chain, Fear Breeze and Triple Attack are also boosted by such effects.
Various new equipment pieces and cards exist that boost both the chance and the damage of such mechanics. - Skills that affect the whole party, no longer make anyone except the caster perform their casting motion, shouting the skill's name. They instead simply show the visual animation and play the sound.
This results in smoother party gameplay without constant position lagging. Their animations aren't shown on concealed targets.
Those skills are: Angelus, Gloria, Magnificat, Clementia, Canto Candidus, Praefatio, Coluceo Heal, Lauda Agnus, Lauda Ramus, Adrenaline Rush, Full Adrenaline Rush, Weapon Perfection, Over Thrust and Wind Walk. - Vulture's Eye and Snake's Eye had their range increasing bonues normalized to match our vision and attack range settings, those skills now grant up to 5 cells increased range at level 10.
Bows and guns have a base range of 9 cells instead of 5. - Plant monsters receive 1 damage from skills, statuses or reflect effects in all cases. Multihit effects like Double Attack and Fear Breeze as well as dual wielding, still apply separate hits.
- Third Baby Jobs have a stat cap of 120 instead of 117.
- Autocasted skills do not consume item catalysts, if they have any. The general chance to autocast has been increased for almost all items with such bonuses.
- Barrier effects such as Kyrie Eleison, Stonehard Skin and Platinum Alter are not removed by damage types that they don't block.
Meaning that for example magical damage doesn't count towards Kyrie Eleison's damage limit. - Monsters summoned by Bio Cannibalize, Sphere Mine, Summon Legion and FAWs, log their kills as master's own for the purpose of quest progress, loot right and MVP rights.
Their attacks do not activate master's autocast effects. - Monsters summoned by Bio Cannibalize, Sphere Mine and FAWs cannot be stacked on top of each other.
- Venom Splasher, Spore Explosion and Howling Mine detonate if the target dies while under their effect.
- Daggers, Knuckles and Books deal 75% damage to large targets.
- Whips deal 75% damage to large targets, just like Instruments.
- Two-Handed Spears passively grant +25% Hard DEF.
- Two-Handed Staves passively grant +50% Hard MDEF.
- Two-Handed Axes have a x1.6 Critical Damage Multiplier instead of x1.4.
- Two-Handed Swords and Axes have an attack range of 2 cells.
- Daggers had their unused attack sound enabled.
Arch Bishop
Extended Super Novice
Changes | |
---|---|
|
Genetic
Guillotine Cross
Kagerou & Oboro
Mechanic
Minstrel & Wanderer
Changes | |
---|---|
|
Ranger
Changes | |
---|---|
|
Rebel
Royal Guard
Changes | |
---|---|
|
Rune Knight
Changes | |
---|---|
|
Shadow Chaser
Changes | |
---|---|
|
Sorcerer
Changes | |
---|---|
|
Soul Linker
Changes | |
---|---|
Sura
Changes | |
---|---|
|
Warlock
Changes | |
---|---|
|
Game Mechanics
General Skill Mechanics
- Skills trigged by autocast effects, can not trigger other autocast skills.
- Area skills that went through walls (both officially and not), no longer do that, with the exception of Wanderer/Minstrel songs.
- All knockback effects move the target straight away from the attacker and not to the West like it happens to some skills under official behavior.
- For a consistent behavior, the only skills that hit through Hiding are either naturally of Earth property or those that do so on purpose, as specified in the description.
- Skills that make one charge the target, such as Flying Side Kick, Charge Attack, Pinpoint Attack, Dark Illusion, Knuckle Arrow, Shadow Slash, Jyumonjikiri, Stahl Horn and Tinder Breaker,
move next to the target instead of on top of it and also check for walkable path in GvG. - Skills that can critically hit, display the critical animation upon doing so.
- All effects that break equipment, signal it with the /omg emotion.
Overweight HP and SP Regeneration
- There are three Overweight stages, in all cases, what's decreased is the amount, the intervals between ticks are unchanged.
- 50%: the amount regenerated is reduced by 50%.
- 70%: the amount regenerated is reduced by 75%.
- 90%: regeneration is disabled.
- Those changes affect regeneration from passive skills: Increase Spiritual Power, Increase Recuperative Power, Ninpou Training, Spiritual Recovery, Voice Lessons and Peaceful Rest.
- All Overweight stages are updated instantly upon gaining/losing enough weight, and so is the regeneration.
- System messages for all stages are customized and don't overlap.
Status Effects
- Basic Status Effect immunity and resistance caps have been changed to promote usage of pre-Renewal statuses.
To reach immunity you must have a total base value of 130 in the stat required to resist the intended status.
Monsters require 160 in a stat to reach immunity. - Damage Over Time status effects do not sap EXP from monsters, this also applies to Third Job statuses such as Burning or Leech End. Those statuses do not trigger rude attack skills.
- Coma triggered by equipment bonuses doesn't sap EXP either.
- Chill, Slow Casting, Paralyzing Needle and Masquerade: Laziness also increase the Cast Time of monsters.
- Basic Status Effects have minimum durations that are unaffected by resistances, those are:
- {Stun: 0.25 seconds.
- Petrification, Freeze and Sleep: 1 second.
- Curse, Silence, Blind, Confusion and Illusion: 2 seconds.
- Poison, Deadly Poison and Bleeding: 3 seconds.
- Burning is a part of "body statuses" that don't stack (all basic hard statuses such as Stun or Freeze).
To make its use smoother, it can't override the hard statuses, but those statuses do override Burning. - Chill also increases Fixed Cast Time.
- Crystallization now fails to apply entirely on targets with 0 SP or below 2% of Max HP instead of ticking once. Has a much bigger visual effect once applied.
- Bleeding ticks every second instead of every 10 and doesn't interrupt casting. Base duration is greatly reduced across the board, especially for area skills that inflict it.
The damage is based on Base Level plus 0.5% of Max HP, with monsters taking more damage than players, and players below level 100 taking less than those above. - Deadly Poison requires twice the normal resistances and cannot refresh itself to prevent abusive use of the 10%/15% HP zap from its initial application.
Its application is signaled by /panic emotion. - Healing status effects such as Renovatio, Warmer or Epiclesis stop ticking once HP is at 100%, unless Akaitsuki is active.
- Plant monsters take 1 damage per tick from any status effect that deals damage.
- Weapon Break, Armor Break, Shield Break and Helm Break are the debuffs inflicted on monsters by skills and effects that divest or break equipment, this system has been revamped:
- All such effects now work on Boss monsters, this includes bonuses from equipment.
- Duration on monsters is a base of 40s, halved on Bosses.
- Success chance for breaks (but not divests) is globally halved on Bosses.
- Weapon Break reduces ATK by 30%, cancels and prevent the use of effects that increase ASPD, such as Two-Hand Quicken or Adrenaline Rush.
- Armor Break reduces FLEE by 15% and increases the chance to receive a Critical Attack by 20% (on practice it's like adding +20 CRIT to the attacker).
- Shield Break reduces DEF by 30%, cancels and prevents the use of guarding effects, such as Auto Guard or Parrying.
- Helm Break reduces MDEF by 30% and increases Cast Time by 40%.
Guild Abilities
- Some abilities have new requirements, for example Guild Storage requires Kafra Contract.
- Battle Orders has two levels, doubling the bonus at level 2.
- Regeneration lasts for 3 minutes.
- Restoration has instant cast.
- All Guild Auras had their area boosted to 9x9 cells and have 6 levels, granting an additional bonus at level 6 besides their base stat bonus, those bonuses are:
Equipment Bonuses
- A large amount of equipment (especially older gear) had its bonuses improved or revamped to accomodate the changes above better.
- Those changes are extensive so make sure to check the item's stats ingame with the @id command and in this thread
Monsters
- No longer monsters respawn within player's view range, it happens a couple of cells outside.
- All NPC_ skills without clear animations and sounds, now have them.
- Most MVP monsters had their MDEF greatly reduced, this combined with the previous changes, means that spellcasters are able to become competent damage dealers in PvM.
- End-game MVP monsters can only receive a portion of their Max HP in damage per hit, ranging from 20% to 40%.
- All monsters had their ATK and MATK valued revised, they're now rebalanced to fit the intended level range plus difficulty, and to match the monster's archetype.
- Champion monsters use entirely different skillsets which fit their prefix.
- MATK variation between monster's minimum and maximum is of 20% (just like ATK) instead of 30% so the spikes aren't as big.
- General stats for some monsters were adjusted so they pose more challenge, this mostly applies to MvPs, Minibosses and some high-level mobs.
- MvPs and Minibosses provide more EXP and usually drop additional loot since they're no longer a pushover.
- Many monsters, especially bosses had their skillsets revised to pose more challenge and use skills in smarter ways.
- Most MVPs do not change their target when melee attacked as long as they aren't in chase mode, this means that melee damage dealers can contribute without gaining aggro.
- MVP monsters are trapped normally by Hunter's traps and the minimum duration of those is applied, they do not rude teleport or do anything strange. However, they will use Trample if they're trapped and being
actively damaged, which has a 15 second Cooldown. This means that using traps to snipe down MVPs is pretty tricky, but if you just want to gain distance or breathing room, there are no issues. - Immobilized melee monsters only use Teleportation from their idle skill set if there are valid targets around, and all other skills when alone.
They also use chase skills when there are valid targets around. - Non-damaging debuff skills count as an offensive action for monsters in chase mode just like ranged attacks would. With this, using debuffs like Lex Aeterna on MVPs that aren't being tanked, is more tricky.
- Monsters that use toggle abilities, don't cancel those upon recast, the duration is refreshed instead.
- Monsters that cast a skill on chase, do not unlock their target.
- Passive monsters react to non-damaging debuff skills, not just attacks.
- Passive monsters do not drop aggro when hit by an immobilization effect, they keep their target.
- NPC_POWERUP and NPC_AGIUP increase HIT and FLEE by 50% instead of 100%, it is possible to deal with those effects using dedicated HIT/FLEE gear and buffs/debuffs such as Humming, Quagmire or Crimson Marker.
- NPC_POWERUP increases ATK for normal hits by x2 and damage done with physical skills by 50%.
- NPC_AGIUP entries used only on attack, are also used on chase.
- All NPC breath skills inflict various status effects.
- Strip effects inflicted by monsters last for half their normal durations.
- Slave Monsters:
- Slaves of stationary monsters, keep their own Movement Speed instead of copying master's.
- Aren't affected by item bonuses and skill effects which leech HP/SP.
- Aren't affected by any item bonus which adds a chance of getting loot upon killing a monster.
PvP
- File:-icon.png Siege and Vellum equipment isn't available at all to ensure there are real gearing choices.
- WoE damage reductions are 50% for skills and 25% for normal attacks.
- GvG damage reductions are 40% for skills and 20% for normal attacks.
- WoE/GvG objects such as Barricades, Guardian Stones or Emperium block the cell they occupy. This means it isn't possible to get inside their sprites.
- The final proc enchants of Temporal Boots do not work in WoE or GvG.
- Detardeurus, Fallen Bishop Hibram, Golden Thief Bug, Tao Gunka, Samurai Specter, Thanatos, Atroce, Maya Purple and Deviling cards are disabled in WoE and GvG.
- Emergency Call Scroll is available and can be used from the skillbar, it follows the same mechanics and cooldown as normal skill.
- Butterfly Wing is usable inside of the WoE castles but only out of combat (10s of not taking or inflicting damage).