GMS v.150 – Rising Heroes (2014-06-17)

Welcome to Rising Heroes: Elite, one of our biggest updates ever!
Rising Heroes: Elite is all about unlocking your inner hero. Hunt Elite monsters and bosses, harvest runes, and collect brand new Spell Traces to enhance your equipment in this new update. When you’re done, check out skill revamps for several classes, updated systems, and the new Buddy List. Not enough? Participate in our exciting events and have a blast!
The summer is only just beginning.

Elite Monsters and Bosses

Be sure to watch your back – Elite monsters and bosses are on the prowl! After defeating a certain number of normal monsters, an Elite monster will appear. Elite monsters are twice as big, with greater HP and Strength compared to normal monsters. Send some of those Elite monsters packing and their boss will appear. Not only is an Elite boss strong, it also has high HP and comes with two Elite monster bodyguards. Triumph over all these baddies and you’ll unlock an amazing bonus stage!

Gather some fellow heroes and combine your powers to defeat the Elite boss. Emerge victorious and you’ll earn cool rewards like Clean Slate Scrolls, Master Craftsman’s and Meister’s Cubes, and Potential Slot Carvers. Regular monsters’ HP and EXP have also increased, making them even deadlier.

Rune System

Runes are boulders that give buffs. Basically, they’re super-special rocks! They appear randomly and periodically in field maps, and you can activate their 2-minute effect by entering a special command. There are four types of runes: Runes of Swiftness (extra Speed and Attack Speed), Runes of Recovery (increased HP Recovery Speed), Runes of Destruction (increased damage, regular monsters’ HP decreases continuously for 15 sec), and Runes of Decay (when activated, the monsters in the field will die immediately and your damage will increase). In addition, all runes grant you 100% bonus EXP.

Scrolling System Update

Now you can enhance your equipment’s ability using Spell Traces (Lv.20 and above)! Spell Traces are whispers of previously cast spells, and can be collected by hunting monsters. They are an alternative to scrolls that use upgrade counts. The equipment’s type, level, and enhancement success rate will determine how many Spell Traces you need. The higher the equipment level and the lower the success rate, the more Spell Traces will be used, and the greater the stat boost will be. Failed enhancements that used Spell Traces will not destroy the equipment, but will take away an upgrade count.

Skill Rebalances

Many job skills are being adjusted based on the increase to regular monsters’ HP and EXP. In addition, Dual Blade, Cannoneer, Dawn Warrior, Wind Archer, Thunder Breaker, Aran, Evan, Luminous, Mercedes, Phantom, Demon Slayer, Demon Avenger, Xenon, Mechanic, Kaiser, and Angelic Buster are all receiving rebalances for several of their skills.

Account Buddy System

We’ve made things easier than ever with the new Account Buddy System, which allows you to add a friend’s entire account of characters to your list! The Account Buddy System lets you connect with friends using their Maple IDs, so even if an Account Buddy goes offline and then logs back in with another character, you’ll still be able to interact and chat with them (as long as you are in the same world). Not feeling chatty? If you want your account to be displayed as offline, you can select Invisible Login at the PIC window
before you start playing.

Combat Revamps

You can now perform multi-kills and combo kills! Get extra bonus EXP by performing more multi-kills and combo kills. You can get bonus EXP in field maps when you create a party (max 6 members). There’s also a new Party Matching System, which allows you to easily team up with characters hunting in the same map. Accept the invite message to hunt together and receive party bonus EXP!

Events

Ahhhhhhh, sooo many events, soooo much fun!! Collect Hot Summer Coins and use them to purchase items from the Hot Summer Coin Shop NPC in the Event Hall. Visit the new Mini-Game Station and try out one of the many available games, such as One Card, Game of Yut, or Memory. You can even join a game of Bingo. And for a limited time, participate in an event to share Cash items between all the characters on your account!

This is shaping up to be the best summer ever… and it’s only just begun!

(PvE) Skill Changes

z – Instant KO Success Rate

Paladin

Advanced Charge
Changed – prop (10 –> 5) (level –> roundUp(level/2))

Dark Knight

Dark Impale
Changed – z (10 –> 2) (roundUp(level/3) –> 1+roundDown(level/30))

Revenge of the Beholder
Changed – z (30 –> 10) (level –> 4+roundUp(level/5))

I/L Mage

Storm Magic
Changed – y (15 –> 10) (5+level –> level)

Ranger

Mortal Blow
Changed – y (15 –> 10) (3*roundUp(level/2) –> level)

Sniper

Mortal Blow
Changed – y (15 –> 10) (3*roundUp(level/2) –> 2*roundUp(level/2))

Marksman

Snipe
Changed – Description (Fire a carefully aimed shot for a chance to defeat an enemy with a single arrow. Boss monsters resist this effect, but still take severe damage. –> Fire a carefully aimed shot for a chance to eliminate an enemy instantly. Boss monsters resist this effect, but still take severe damage.)
Changed – Level readout (MP Cost: #mpCon, instantly KO normal monsters. Damage dealt to boss monster: #damage%. Ignored Mob Defense Rate: #ignoreMobpdpR%, Addtional Critical Rate: #cr%\nCooldown: #cooltime sec –> MP Cost: #mpCon, Chance to KO normal monsters: #prop%, Damage dealt to boss monster: #damage%. Ignored Mob Defense Rate: #ignoreMobpdpR%, Bonus Critical Rate: #cr%\nCooldown: #cooltime sec)
New – prop (100) (100)

Corsair

Broadside
Changed – Level readout (MP #mpCon consumed, fired shells explode on enemy impact or after 0.9 seconds dealing #damage% damage against up to #mobCount enemies #attackCount times. Every 5th bomb shot will either instantly KO enemies or deal #w% damage for bosses with #u attacks, an additional #100% Critical Rate, and #ignoreMobpdpR% mob DEF ignored –> MP Cost: #mpCon, Fired shells explode on enemy impact or after 0.9 seconds, dealing #damage% damage against up to #mobCount enemies #attackCount time(s). Every 5th bomb shot will either instantly KO normal monsters at a #prop% rate or deal #w% damage to bosses with #u attacks, which will receive an additional #100% Critical Rate, and #ignoreMobpdpR% mob DEF ignored.)
New – prop (50) (20+level)

Brain Scrambler
Changed – Description (Shoots a monster in the head to eliminate it in one shot. Deals powerful damage to monsters who cannot be instantly KO’d. –> Shoots a monster in the head to deal a great damage to it. Gives you a chance to eliminate the attacked enemy instantly. Deals a massive damage to enemies that are not eliminated outright.)
Changed – Level readout (MP Cost: #mpCon, Chance to Defeat Normal Enemies, Damage: #damage%, Max Attacks vs. Boss Monsters: #attackCount, DEF Ignored: #ignoreMobpdpR%, Bonus Critical Chance: #cr% \nCooldown: #cooltime sec –> MP Cost: #mpCon, Chance to KO normal monsters: #prop%, Damage to Boss Monsters: #damage%, Number of Critical Hits in a row: #attackCount, Enemy DEF Ignored: #ignoreMobpdpR%, Bonus Critical Chance: #cr% \nCooldown: #cooltime sec)
New – prop (100) (100)

Cannon Shooter (III)

Reinforced Cannon
Changed – padX (30 –> 40) (3*level –> 4*level)

Monkey Fury
Changed – z (20 –> 25) (20 –> 25)

Dawn Warrior (IV)

Speeding Sunset (In Air)
Changed – damage (360 –> 460) (270+3*level –> 370+3*level)

Speeding Sunset
Changed – damage (360 –> 460) (270+3*level –> 370+3*level)

Moon Dancer
Changed – damage (360 –> 460) (270+3*level –> 370+3*level)

Moon Dancer (Air)
Changed – damage (360 –> 460) (270+3*level –> 370+3*level)

Master of the Sword
Changed – y (60 –> 80) (55+roundDown(level/6) –> 70+roundDown(level/3))

Student of the Blade
Changed – x (30 –> 50) (level –> level+20)

Wind Archer (III)

Mortal Blow
Changed – y (15 –> 10) (15 –> 10)

Trifling Wind II
Changed – Description (A spirit of the wind will distress nearby enemies.\nRequired Skill: #cTrifling Wind Ⅰ Lv. 20# –> A spirit of the wind will distress nearby enemies.\nRequired Skill: #cTrifling Wind I Lv. 20#)

Wind Archer (IV)

Trifling Wind III
Changed – Description (Harass the enemies with constant gale-force winds. \nRequired Skill: #cTrifling Wind Ⅰ Lv. 20# –> Harass the enemies with constant gale-force winds. \nRequired Skill: #cTrifling Wind II Lv. 20#)
Changed – damage (255 –> 280) (215+2*level –> 240+2*level)
Changed – y (330 –> 360) (270+3*level –> 300+3*level)

Trifling Wind III
Changed – damage (330 –> 360) (270+3*level –> 300+3*level)

Song of Heaven
Changed – damage (250 –> 370) (160+3*level –> 280+3*level)

Thunder Breaker (III)

Gale
Changed – y (3 –> 4) (1+roundDown(level/10) –> 1+roundDown(level/6))

Thunder
Changed – damage (150 –> 170) (90+3*level –> 110+3*level)

Ascension
Changed – damage (175 –> 225) (115+3*level –> 165+3*level)

Thunder Breaker (IV)

Annihilate
Changed – damage (250 –> 350) (130+4*level –> 230+4*level)

Thunderbolt
Changed – damage (280 –> 320) (160+4*level –> 200+4*level)

Aran (I)

Combo Ability
Changed – Description (Gain increased ATT, DEF, and Speed for every 10 Combo Count. \nRequired Skill: #cDouble Swing Lv. 1# –> Gain increased ATT, DEF, and Speed for every 10 Combo Count. Also increases knockback resistance. )
Changed – y (3 –> 5) (3 –> 5)

Combat Step
Changed – Description (Press a direction key twice to quickly move a short distance. Additionally has a passive effect which permanently increases the movment speed and the supremum of maximum movement speed.\n[Command: #cRight and Right Arrow key#]\nRequired Skill: #cDouble Swing Lv.1# –> Press the jump key or any direction twice to dash. Also has a passive effect of permanently increasing Speed and Max Movement Speed.\n[Command: #cRight-Right or Jump Jump#]\nRequired Skill: #cDouble Swing Lv.1#)

Aran (III)

Advanced Combo Ability
Changed – s (5 –> 7) (5 –> 7)

Final Toss
Changed – Description (Lifts multiples enemies in front of you into the air. Airborne enemies take more damage. Can only be used after Triple Swing.\n[Command: Triple Swing + #cDown and Up Arrow Key + Attack Key#]\nRequired Skill: #cTriple Swing Lv. 20# –> Lifts multiple enemies in front of you into the air. Airborne enemies take more damage. Combo Count not used when this is done through the Dragon Link, but damage is penalized.\r\n[Command: #cDown and Up Arrow Key + Attack#].)

Cleaving Blows
Changed – bdR (20 –> 30) (2*level –> 3*level)

Might
Changed – time (120 –> 200) (20+5*level –> 100+5*level)
Changed – epad (25 –> 50) (5+level –> 30+level)

Final Toss
Changed – Description (Lifts multiples enemies in front of you into the air. Airborne enemies take more damage. Combo Count not used when this is done through the Dragon Link, but damage is penalized.\r\n[Command: #cDown and Up Arrow Key + Attack#] –> Lifts multiple enemies in front of you into the air. Airborne enemies take more damage. Combo Count not used when this is done through the Dragon Link, but damage is penalized.\r\n[Command: #cDown and Up Arrow Key + Attack#].)
Changed – aranComboCon (20 –> 15) (20 –> 15)

Maha Blessing
Changed – Level readout (MP Cost: #mpCon, Weapon ATT: +#pad, Magic ATT: +#mad, Duration: #time sec –> MP Cost: #mpCon, Weapon ATT: +#indiePad, Magic ATT: +#indieMad, Duration: #time sec)
New – indiePad (30) (3*level)
New – indieMad (30) (3*level)
Removed – pad
Removed – mad

Aran (IV)

Combo Tempest
Changed – Description (Freezes the enemy to make them vulnerable to damage. Inflicts high damage against boss monsters up to 4 consecutive times. In addition, damage of Combo Judgment will increase permanently. #cCan only be used when #Combo Count reaches 100.\n[Command: #cDown Arrow and Right Arrow key + Attack Key#]\nRequired Skill: #cCombo Judgment Lv. 10# –> Freezes the enemy to make them vulnerable to damage. Inflicts high damage on boss monsters up to 4 consecutive times. In addition, permanently increases the damage of Combo Judgment. Can only be used when #cCombo Count reaches 100#. #cWhen skill is used, a buff that uses double combo orb consumption will be maintained for 15 seconds and can be stacked up to 9 times if reused in a given time. #\n[Command: #cDown Arrow and Right Arrow + Attack Key#]\nRequired Skill: #cCombo Judgment Lv. 10# )
New – x (9) (9)
New – y (15000) (15000)
New – u (2) (2)
New – v (15000) (15000)
New – Animation (number)

Final Blow
Changed – damage (355 –> 380) (205+5*level –> 230+5*level)
Changed – attackCount (3 –> 4) (3 –> 4)

Beyond Blade (3rd Hit)
Changed – damage (420 –> 640) (420 –> 640)
Changed – attackCount (4 –> 5) (4 –> 5)
Changed – ignoreMobpdpR (20 –> 30) (20 –> 30)

Beyond Blade (2nd Hit)
Changed – damage (420 –> 640) (420 –> 640)
Changed – attackCount (3 –> 4) (3 –> 4)
Changed – ignoreMobpdpR (20 –> 30) (20 –> 30)

Final Blow
Changed – damage (460 –> 490) (250+7*level –> 280+7*level)
Changed – attackCount (3 –> 4) (3 –> 4)
Changed – aranComboCon (30 –> 15) (30 –> 15)

Beyond Blade
Changed – damage (420 –> 640) (420 –> 640)
Changed – attackCount (2 –> 3) (2 –> 3)
Changed – ignoreMobpdpR (20 –> 30) (20 –> 30)

Evan (VIII) (100-120)

Phantom Imprint
Changed – time (15 –> 30) (5+5*roundDown(level/5) –> 5+5*roundDown(level/2))

Evan (IX) (120-160)

Illusion
Changed – Description (The Dragon’s clone attacks a monster consecutive times. A portion of the enemy’s defense will be ignored. –> Attacks with the Dragon’s clones repeatedly. Ignores a portion of the target’s defense. Does additional damage to bosses.)
Changed – Level readout (MP Cost: #mpCon, Number of Attacks: #attackCount, Damage: #damage%, Enemy DEF Ignored: #ignoreMobpdpR%, Stun Chance: #prop% –> MP Cost: #mpCon, Number of Attacks: #attackCount, Damage: #damage%, Enemy DEF Ignored: #ignoreMobpdpR%, Stun Chance: #prop%, Damage Against Bosses: +#bdR% )
Changed – Hardcore readout (MP Cost: #mpCon, Number of Attacks: #attackCount, Damage: #damage%, Enemy DEF Ignored: #ignoreMobpdpR%, Stun Chance: #hcProp% –> MP Cost: #mpCon, Number of Attacks: #attackCount, Damage: #damage%, Enemy DEF Ignored: #ignoreMobpdpR%, Stun Chance: #prop%, Damage Against Bosses: +#bdR% )
New – bdR (30) (level)

Mercedes (III)

Unicorn Spike
Changed – x (15 –> 30) (5+roundDown(level/2) –> 20+roundDown(level/2))
Changed – prop (95 –> 100) (15+4*level –> 20+4*level)

Mercedes (IV)

Rolling Moonsault
Changed – damage (180 –> 300) (140+2*level –> 260+2*level)

Lightning Edge
Changed – time (10 –> 15) (10 –> 15)

Spikes Royale
Changed – Level readout (Active Effect: MP Cost: #mpCon. Critical Attack – Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount. Enemy DEF: #x%, Duration: #time sec\nPassive Effect: Leaf Tornado Damage: +#damR% –> Active Effect: MP Cost: #mpCon. Critical Attack – Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount. Enemy DEF: -#y%, Duration: #time sec\nPassive Effect: Leaf Tornado Damage: +#damR%)
Changed – x (-20 –> -30) (-level –> -(level+10))
New – y (30) ((level+10))

Ishtar’s Ring
Changed – damage (155 –> 200) (125+level –> 170+level)

Phantom (III)

Clair de Lune
Changed – indiePad (30 –> 40) (3*roundUp(level/2) –> 4*roundUp(level/2))

Phantom (IV)

Penombre
Changed – Description (Leaps back and throws a powerful card attack. \nLink with Rapier Wit to reduce post-attack downtime. Permanently increases Rapier Wit’s damage. –> Leaps back and throws a powerful card attack that ignores the weapon defense of the enemy for a short time. \nLink with Rapier Wit to reduce cooldown. Permanently increases Rapier Wit’s damage.)
Changed – Level readout (Active Effects – MP Cost: #mpCon, Damage: #v%, Max Enemies Hit: #x, Number of Attacks: #w\nPassive Effects – Rapier Wit Damage: +#damR% –> Active Effects – MP Cost: #mpCon, Damage: #v%, Max Enemies Hit: #x, Number of Attacks: #w Ignore Weapon Defense of #y% for #time sec. \nPassive Effects – Rapier Wit Damage: +#damR%)
Changed – Hardcore readout (Active Effects – MP Cost: #mpCon, Damage: #v%, Max Enemies Hit: #x, Number of Attacks: #w\nPassive Effects – Phantom Charge Damage: +#damR%\nCooldown: #hcCooltime sec –> Active Effects – MP Cost: #mpCon, Damage: #v%, Max Enemies Hit: #x, Number of Attacks: #w Ignore Weapon Defense of #y% for #time sec. \nPassive Effects – Rapier Wit Damage: +#damR%)
New – time (15) (15)
New – z (-20) (-level)
New – y (20) (level)

Cane Expert
Changed – padX (30 –> 40) (level –> level+10)

Carte Noir
Changed – damage (220 –> 270) (160+3*level –> 190+4*level)

Penombre
New – x (-20) (-level)
New – time (20) (20)
New – Animation (mob)

Luminous (I)

Abyssal Drop
Changed – gauge (140 –> 240) (140 –> 240)

Flash Shower
Changed – gauge (123 –> 223) (123 –> 223)

Luminous (II)

Blinding Pillar
Changed – gauge (30 –> 60) (30 –> 60)

Pressure Void
Changed – gauge (73 –> 173) (73 –> 173)

Luminous (III)

Moonlight Spear
Changed – gauge (210 –> 310) (210 –> 310)

Ray of Redemption
Changed – gauge (50 –> 100) (50 –> 100)

Spectral Light
Changed – gauge (155 –> 255) (155 –> 255)

Luminous (IV)

Apocalypse
Changed – gauge (397 –> 410) (397 –> 410)

Reflection
Changed – gauge (264 –> 390) (264 –> 390)

Ender
Changed – attackCount (7 –> 8) (7 –> 8)

Demon Slayer (IV)

Demon Impact
Changed – Description (Call forth your inner demon to deal critical damage on multiple enemies in front of you. Your channel to the nether gives you a chance to ignore Enemy DEF and raises your chance for a critical. Final damage increases when fighting boss monsters. –> Call forth your inner demon to deal critical damage on multiple enemies in front of you. Your channel to the nether gives you a chance to ignore Enemy DEF and raises your chance for a critical and a Slow effect. Final damage increases when fighting boss monsters.)
Changed – Level readout (Fury Cost: #forceCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Additional Critical Rate: #cr%, Enemy Defense Ignored: #ignoreMobpdpR%, Final Damage against Boss Monster: +#bdR% –> Fury Cost: #forceCon, Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount, Additional Critical Rate: #cr%, Enemy DEF Ignored: #ignoreMobpdpR%, Slow Duration: #time sec, Final Damage against Boss Monster: +#bdR%)
Changed – Delay (demonImpact – 1200 ms –> demonImpact – 990 ms)
Changed – damage (405 –> 420) (285+4*level –> 300+4*level)
New – x (-30) (-30)
New – time (3) (3)
New – prop (100) (100)
New – Animation (effect)
New – Animation (mob)

Demonic Avenger (IV)

Advanced Desperado Mastery
Changed – padX (30 –> 50) (level –> level+20)

Maple Warrior
Changed – Description (Increases the stats of all party members. –> Increases the party members’ every stat by a certain percentage temporarily. Increases your HP permanently.)
Changed – Level readout (HP Cost: #hpCon, All Stats: +#x%, Duration: #time sec –> HP Cost: #hpCon, Duration: #time sec, Increases all stats: #x%\r\n[Passive]: Max HP: +#mhpR%)
New – mhpR (15) ((level/2))

Nether Shield
Changed – Level readout (HP Cost: #hpCon, Shields: #bulletCount, Damage: #damage%, Number of Attacks: #attackCount, Attacks per Shield: #z.\nCooldown: #cooltime sec –> HP Cost: #hpCon, Shields: #bulletCount, Damage: #damage%, Number of Attacks: #attackCount, Attacks per Shield: #z.\nCooldown: #cooltime sec\r\n[Passive Effect: Exceed: Lunar Slash Damage: +#damR%])
New – damR (30) (level)

Mechanic (III)

Mech: Siege Mode
Changed – damage (120 –> 240) (100+level –> 220+level)

Overclock
Changed – Description (Significantly overclocks your Mech’s servo-timing to provide a massive temporary boost to Attack power.\n#c[Cooldown: 150 sec] –> Significantly overclocks your Mech’s servo-timing to provide a massive temporary boost to Attack power.)
Removed – cooltime

Mechanic (IV)

Mech: Siege Mode
Changed – damage (130 –> 240) (110+level –> 220+level)

Laser Blast
Changed – attackCount (4 –> 5) (4 –> 5)

Mech: Hovering
Changed – damage (135 –> 250) (135 –> 250)

Mech: Missile Tank
Changed – Description (Activates <Missile Tank> mode during which your meach continuously consumes MP to gain an increased Critical Hit Rate. You can use Seige Mode during Missile Tank mode for increased damage. \nGet on/off your mount by pressing the skill key. \n[To shoot: [#cAttack key#]\n[Skills that can be used: #cLaser Blast, Siege Mode#]\nRequired Skill: #cMech: Siege Mode Lv. 10# –> Activates Missile Tank mode during which your mech continuously consumes MP to gain an increased Critical Hit Rate. You can use Siege Mode during Missile Tank mode for increased damage. All attacks become critical hits.\nGet on/off your mount by pressing the skill key. \n[To shoot: [#cAttack key#]\n[Skills that can be used: #cLaser Blast, Siege Mode#]\nRequired Skill: #cMech: Siege Mode Lv. 10#)
Changed – Level readout (Tank Mode MP Cost: #mpCon plus #u MP every #v sec, Damage: #damage% \nBasic Attack Critical Rate: +#cr%, MP Cost: #w, Damage Bonus (Siege mode): +#z% –> Tank Mode MP Cost: #mpCon plus #u MP every #v sec, Damage: #damage% \nBasic Attack Critical Rate: +#cr%, MP Cost: #w, Damage Bonus (Siege mode): +#z%, All attacks become critical hits.)
Changed – damage (120 –> 250) (90+level –> 220+level)

Xenon (IV)

Mecha Purge: Snipe
Changed – damage (432 –> 450) (312+4*level –> 300+5*level)

Kaiser (II)

Attacker Mode I
Changed – padX (5 –> 10) (5 –> 10)
Changed – bdR (2 –> 5) (2 –> 5)

Kaiser (III)

Attacker Mode II
Changed – padX (10 –> 15) (10 –> 15)
Changed – bdR (2 –> 5) (2 –> 5)

Final Form
Changed – indieDamR (15 –> 20) (5+level –> 10+level)
Changed – w (30 –> 50) (3*level –> 5*level)

Kaiser (IV)

Attacker Mode III
Changed – padX (10 –> 15) (10 –> 15)
Changed – bdR (3 –> 5) (3 –> 5)

Final Trance
Changed – indieDamR (30 –> 50) (30 –> 50)

Dragon Barrage (Transfiguration)
Changed – prop (25 –> 10) (10+roundDown(level/2) –> 5+roundDown(level/6))

Gigas Wave (Transfiguration)
Changed – damage (220 –> 330) (160+2*level –> 270+2*level)

Final Form
Changed – indieDamR (30 –> 50) (3*level –> 5*level)

Blade Burst
Changed – Description (Summon multiple swords to strike the ground and explode, dealing bonus damage.\n#cDragon Link Skill: During Attack + ↓ Dragon Link –> Summon multiple swords to strike the ground and explode, dealing bonus damage.\n#cDragon Link Skill: During Attack + Dragon Link Command.)

Gigas Wave
Changed – damage (220 –> 280) (160+2*level –> 220+2*level)
Changed – y (220 –> 330) (160+2*level –> 270+2*level)

Dragon Barrage
Changed – Description (Quickly move and attack enemies with chance to instantly KO them.\n#cDragon Link: During Attack + ← Dragon Link –> Quickly move and attack enemies with chance to instantly KO them.\n#cDragon Link Skill: During Attack + Dragon Link Command )
Changed – prop (25 –> 10) (10+roundDown(level/2) –> 5+roundDown(level/6))
Changed – x (25 –> 10) (10+roundDown(level/2) –> 5+roundDown(level/6))

Angelic Buster (I)

Affinity Heart I
Changed – x (20 –> 30) (level –> level+10)

Angelic Buster (III)

Affinity Heart III
Changed – Level readout (+#x% Recharge chance when Recharge files 3 consecutive times. Dex: +#dexX, Damage: +#damR% –> +#x% Recharge chance when Recharge fails 2 consecutive times. Dex: +#dexX, Damage: +#damR%)
Changed – s (3 –> 2) (3 –> 2)

Angelic Buster (IV)

Trinity-Extra Strike
Changed – Name (Soul Resonance – Persist –> Trinity-Extra Strike)
Changed – Description (Increases Soul Resonance’s duration. –> Increases the number of attacks when Trinity’s damage becomes 950%.\nRequired Skill: \cTrinity Lv. 30)
Changed – Level readout (Duration +4 sec –> Trinity Number of Attacks: +#attackCount)
New – Pre-requisite (Level 30 Trinity)
New – attackCount (1) (1)
New – x (-650) (-650)

Trinity-Recharge Up
Changed – Name (Soul Resonance – Cooldown Cutter –> Trinity-Recharge Up)
Changed – Description (Reduces Soul Resonance cooldown. –> Increases Trinity’s Recharge chance.)
Changed – Level readout (Cooldown: -#coolTimeR% –> Recharge chance +#onActive%)
New – onActive (20) (20)
Removed – coolTimeR

Trinity-Reinforce
Changed – Name (Soul Resonance – Reinforce –> Trinity-Reinforce)
Changed – Description (Increases Soul Resonance’s damage. –> Increases Trinity’s damage.)

Zero (IV)

Advanced Earth Break
Changed – prop (20 –> 10) (10+roundDown(level/3) –> 5+roundUp(level/6))

Advanced Storm Break
Changed – prop (10 –> 5) (4+roundDown(level/5) –> roundUp(level/6))

Eunwol (I)

Flash Fist (2nd hit)
Changed – Max level (20 –> 25)
Changed – Delay (megaPunch1 – 0 ms –> megaPunch1 – 480 ms)
Changed – Hitbox (230%)
Changed – mpCon (4 –> 11) (3+roundDown(level/20) –> 7+roundDown(level/6))
Changed – damage (150 –> 155) (90+3*level –> 80+3*level)
Changed – mobCount (3 –> 4) (3 –> 4)

Swift Strike (2nd hit)
Changed – Max level (20 –> 25)
Changed – Delay (megaPunch1 – 0 ms –> megaPunch1 – 480 ms)
Changed – Hitbox (230%)
Changed – mpCon (4 –> 9) (2+roundDown(level/10) –> 5+roundDown(level/6))
Changed – damage (110 –> 120) (70+2*level –> 70+2*level)
Changed – mobCount (3 –> 4) (3 –> 4)

Cosmic Balance
Changed – Description (The blessings of the heavens and earth envelope you, permanently increasing your Weapon and Magic Defense. –> The blessings of the heavens and earth envelope you, permanently increasing your Weapon and Magic Defense, and Max HP and MP.)
Changed – Level readout (Weapon DEF: +#pddX, Magic DEF: +#mddX –> Permanently increases Weapon Defense #pddX, Magic Defense #mddX, Max HP #mhpR%, Max MP #mmpR%)
New – mhpR (20) (level)
New – mmpR (20) (level)

Swift Strike
Changed – Max level (20 –> 25)
Changed – Delay (megaPunch0 – 0 ms –> megaPunch0 – 360 ms)
Changed – Hitbox (220%)
Changed – mpCon (3 –> 9) (2+roundDown(level/20) –> 5+roundDown(level/6))
Changed – damage (80 –> 85) (60+level –> 60+level)
Changed – mobCount (3 –> 4) (3 –> 4)
Changed – x (3 –> 4) (3 –> 4)
Changed – y (110 –> 120) (70+2*level –> 70+2*level)

Flash Fist
Changed – Max level (20 –> 25)
Changed – Delay (megaPunch0 – 0 ms –> megaPunch0 – 360 ms)
Changed – Hitbox (230%)
Changed – mpCon (4 –> 11) (3+roundDown(level/20) –> 7+roundDown(level/6))
Changed – mobCount (3 –> 4) (3 –> 4)
Changed – x (3 –> 4) (3 –> 4)
Changed – y (150 –> 155) (90+3*level –> 80+3*level)

Eunwol (II)

Back Step
Changed – Description (You take a neat step backwards, temporarily increasing your Avoidability. This skill lets you cancel other skills for quick movement. –> Slides backward quickly and increases Avoidability permanently. \n#cAble to move when using the skill.#)
Changed – Level readout (MP Cost: #mpCon, increases Avoidability for #time sec by #er%, moves you backwards –> MP Cost: #mpCon. Moves a certain distance backward. \n#c[Passive Effect]#: Avoidability: +#er% permanently)
Changed – Max level (10 –> 15)
Changed – Delay (cancelBackStep – 0 ms –> cancelBackStep – 90 ms)
Changed – er (20 –> 15) (2*level –> level)
Removed – time
New – Animation (effect)
New – Animation (special)

Spirit Bond 2
Changed – Description (Your bond with the spirits increase, boosting your Accuracy, Avoidability, and Attack Speed when using Spirit skills.\n[Required Skill]: #cSpirit Bond 1 Lv. 1# –> Your bond with the spirits grows deeper, boosting your Accuracy, Avoidability, and Attack Speed permanently.\n[Required Skill]: #cSpirit Bond 1 Lv. 1#)
Changed – Level readout (Restores #z% HP, #v% MP per attack\nWhen using Spirit skills, Damage Taken: -#q%, Power Stance chance: +#w%, Accuracy: +#x, Avoidability: +#y, Attack Speed increased by 1 stage –> Accuracy: +#accX, Avoidability: +#evaX, and increases Attack Speed by 1 stage permanently)
New – accX (300) (30*level)
New – evaX (300) (30*level)
New – actionSpeed (-1) (-1)
Removed – x
Removed – y
Removed – z
Removed – v
Removed – w
Removed – q

Ground Pound (2nd hit)
Changed – Level readout (MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount –> MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount\n[Shockwave]: Max Enemies Hit: #x, Speed: -#y%)
Changed – Delay (groundStrike1 – 0 ms –> groundStrike1 – 720 ms)
Changed – Hitbox (175%)
Changed – mpCon (6 –> 18) (4+roundDown(level/10) –> 13+roundDown(level/4))
Changed – damage (340 –> 360) (200+7*level –> 220+7*level)
Changed – mobCount (4 –> 6) (4 –> 6)
New – x (15) (15)
New – y (40) (20+level)

Ground Pound Shockwave
Changed – Name (Ground Pound (shockwave) –> Ground Pound Shockwave)
Changed – Description (A nature spirit appears and punches the ground. The shockwaves it produces slows enemies. –> Summons a nature spirit that punches the ground. The shockwave slows enemies.)
Changed – Level readout (Enemy Slow Duration: #time sec –> Enemy’s Speed: -#y%)
Changed – x (-50 –> -40) (-30-level –> -20-level)
New – y (40) (20+level)

Fox Spirits
Changed – damage (150 –> 100) (50+10*level –> 60+4*level)
Changed – mobCount (3 –> 1) (3 –> 1)
Changed – y (5 –> 4) (5 –> 4)
Changed – z (3 –> 2) (1+roundDown(level/5) –> 1+roundDown(level/10))

Blade Imp – Downward Slash
Changed – Delay (dragPulling_down – 0 ms –> dragPulling_down – 630 ms)
Changed – Hitbox (225%)
Changed – mpCon (15 –> 40) (10+roundDown(level/2) –> 20+2*level)
Changed – damage (250 –> 100) (150+10*level –> 60+4*level)
Changed – mobCount (6 –> 8) (6 –> 8)
Changed – cooltime (0 –> 1) (10-level –> 11-level)

Fox Spirits
Changed – Description (Fox spirits may be summoned upon each of your attacks. The foxes chase down and attack enemies. –> Fox spirits may be summoned with each of your attacks. The foxes chase down and attack enemies.)
Changed – Level readout (Summon Chance: #prop%, Number of Foxes: #bulletCount\nFox Damage: #damage% Max Enemies Hit: #mobCount. Number of Attacks: #attackCount\n#cRepeats #y times# per attack –> Summon Chance: #prop%, Number of Foxes: #bulletCount\nFox Damage: #damage% Max Enemies Hit: #mobCount. Number of Attacks: #attackCount\n#cRepeats #ytimes# per attack)
Changed – damage (150 –> 100) (50+10*level –> 60+4*level)
Changed – mobCount (3 –> 1) (3 –> 1)
Changed – prop (15 –> 10) (10+roundDown(level/2) –> 5+roundDown(level/2))
Changed – y (3 –> 2) (1+roundDown(level/5) –> 1+roundDown(level/10))

Ground Pound
Changed – Level readout (MP Cost: #mpCon \n[1st hit] Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount \n[2nd hit] Max Enemies Hit: #x, Damage: #y%, Number of Attacks: #z –> MP Cost: #mpCon \n[1st hit] Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount \n[2nd hit] Max Enemies Hit: #x, Damage: #y%, Number of Attacks: #z\n[Shockwave]: Max Enemies Hit: #v, Speed: ュ#s%)
Changed – Delay (groundStrike0 – 0 ms –> groundStrike0 – 720 ms)
Changed – Hitbox (235%)
Changed – mpCon (6 –> 18) (4+roundDown(level/10) –> 13+roundDown(level/4))
Changed – damage (300 –> 360) (160+7*level –> 220+7*level)
Changed – mobCount (4 –> 6) (4 –> 6)
Changed – x (4 –> 6) (4 –> 6)
Changed – y (340 –> 360) (200+7*level –> 220+7*level)
New – v (15) (15)
New – s (40) (20+level)

Blade Imp – Forward Slash
Changed – Delay (dragPulling_front – 0 ms –> dragPulling_front – 720 ms)
Changed – Hitbox (445%)
Changed – mpCon (15 –> 40) (10+roundDown(level/2) –> 20+2*level)
Changed – damage (250 –> 110) (150+10*level –> 70+4*level)
Changed – mobCount (6 –> 8) (6 –> 8)
Changed – cooltime (0 –> 1) (10-level –> 11-level)

Spirit Bond 2
Removed Skill

Eunwol (III)

Shockwave Punch (2nd hit)
Changed – Delay (shockWavePunch1 – 0 ms –> shockWavePunch1 – 420 ms)
Changed – Hitbox (300%)
Changed – mpCon (8 –> 30) (6+roundDown(level/10) –> 20+roundDown(level/2))
Changed – damage (450 –> 260) (250+10*level –> 160+5*level)
Changed – mobCount (4 –> 6) (4 –> 6)

Harmonious Defense
Changed – Description (The spirits flow harmoniously within you, permanently increasing your Defense, Magic Defense, Abnormal Status Resistance, and Elemental Resistances. –> The spirits flow harmoniously within you, permanently increasing your Defense, Magic Defense, Abnormal Status Resistance, and Elemental Resistances. [Required Skill]: #cCosmic Balance Lv. 20 or higher#)
New – Pre-requisite (Level 20 Cosmic Balance)
Changed – pddX (1000 –> 1500) (500+50*level –> 150*level)
Changed – mddX (1000 –> 1500) (500+50*level –> 150*level)

Shockwave Punch (shockwave)
Changed – Hitbox (680%)
Changed – damage (500 –> 320) (300+10*level –> 220+5*level)
Changed – mobCount (7 –> 8) (7 –> 8)

Shockwave Punch (3rd hit)
Changed – Delay (shockWavePunch2 – 0 ms –> shockWavePunch2 – 870 ms)
Changed – Hitbox (340%)
Changed – mpCon (8 –> 30) (6+roundDown(level/10) –> 20+roundDown(level/2))
Changed – damage (500 –> 300) (300+10*level –> 200+5*level)
Changed – mobCount (5 –> 6) (5 –> 6)

Shockwave Punch
Changed – Description (Summons a nature spirit to attack multiple enemies in front. Can be used 3 times in a row. The shockwave it produces upon the third hit deals additional damage to multiple enemies. –> Summons a nature spirit to attack multiple enemies in front of you. Can be used 3 times in a row. The shockwave it produces on the third hit deals additional damage to multiple enemies.)
Changed – Level readout (MP Cost: #mpCon \n[1st hit]: Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\n[2nd hit]: Max Enemies Hit: #x, Damage: #y%, Number of Attacks: #z\n[3rd hit]: Max Enemies Hit: #v, Damage: #w%, Number of Attacks: #s\n[Shockwave]: Max Enemies Hit: #t, Damage: #q%, Number of Attacks: #u –> MP Cost: #mpCon \n[1st hit]: Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\n[2nd hit]: Max Enemies Hit: #x, Damage: #y%, Number of Attacks: #z\n[3rd hit]: Max Enemies Hit: #v, Damage: #w%, Number of Attacks: #s\n[Shockwave]: Max Enemies Hit: #s2, Damage: #q%, Number of Attacks: #u)
Changed – Delay (shockWavePunch0 – 0 ms –> shockWavePunch0 – 450 ms)
Changed – mpCon (8 –> 30) (6+roundDown(level/10) –> 20+roundDown(level/2))
Changed – damage (400 –> 250) (200+10*level –> 150+5*level)
Changed – mobCount (4 –> 6) (4 –> 6)
Changed – x (4 –> 6) (4 –> 6)
Changed – y (450 –> 260) (250+10*level –> 160+5*level)
Changed – v (5 –> 6) (5 –> 6)
Changed – w (500 –> 300) (300+10*level –> 200+5*level)
New – s2 (8) (8)
Changed – q (500 –> 320) (300+10*level –> 220+5*level)
Removed – t
New – Animation (effect)

Blade Imp – Spin Slash
Changed – Name (Blade Imp – Turn Slash –> Blade Imp – Spin Slash)
Changed – Delay (dragPulling_turn – 0 ms –> dragPulling_turn – 630 ms)
Changed – Hitbox (270%)
Changed – mpCon (15 –> 60) (10+roundDown(level/2) –> 30+3*level)
Changed – damage (380 –> 160) (280+10*level –> 110+5*level)
Changed – cooltime (0 –> 1) (10-level –> 11-level)

Spirit Bond 3
Changed – Description (Your bond with the spirits increase, boosting your Attack Power and Damage \n[Required Skill]: #cSpirit Bond 2 Lv. 10# –> Your bond with the spirits increases, boosting your Attack Power and Damage permanently.\n[Required Skill]: #cSpirit Bond 2 Lv. 10#)
Changed – Level readout (Restores #w% HP, #s% MP per attack\nWhen using Spirit skills, Damage Taken: -#q%, Power Stance chance: +#u%, Accuracy: +#z, Avoidability: +#v, Damage +#x%, Attack Power: +#y, Attack Speed increased by 1 stage –> Damage: +#damR%, Attack Power: +#padX permanently)
New – damR (20) (level)
New – padX (20) (level)
Removed – x
Removed – y
Removed – z
Removed – v
Removed – w
Removed – s
Removed – u
Removed – q

Weaken
Changed – Level readout (Summon Chance (per attack): #prop%\nFor #time sec while weakened, Enemy Damage Taken: +#x%, Enemy Accuracy: -#y, Enemy Avoidability: -#z –> Summon Chance (per attack): #prop%\nFor #time sec while weakened, Enemy Damage Taken: +#x%, Enemy Accuracy: -#y%, Enemy Avoidability: -#z%)
Changed – x (30 –> 20) (10+level –> level)
Changed – y (15 –> 60) (5+roundDown(level/2) –> 20+2*level)
Changed – z (20 –> 40) (10+roundDown(level/2) –> 20+level)

Spirit Trap
Changed – Max level (10 –> 15)
Changed – Delay (bindArea – 0 ms –> bindArea – 630 ms)
Changed – Hitbox (265%)
Changed – mpCon (30 –> 65) (25+roundDown(level/2) –> 35+2*level)
Changed – time (20 –> 25) (10+level –> 10+level)
Changed – cooltime (120 –> 180) (180-6*level –> 300-8*level)
New – Animation (mob.100.end)
New – Animation (mob.150.end)
New – Animation (mob.150.hold)
New – Animation (mob.150.start)
New – Animation (mob.200.end)
New – Animation (mob.50.end)

Spirit Frenzy
Changed – Description (The spirits break into a frenzy around you, creating a barrier that damages enemies. –> Summons many spirits around you to attack enemies.)
Changed – Delay (summonSoulTent – 0 ms –> summonSoulTent – 270 ms)
Changed – Hitbox (185%)
Changed – mpCon (25 –> 7) (20+roundDown(level/4) –> 5+roundDown(level/8))
Changed – damage (250 –> 200) (150+5*level –> 120+4*level)
Changed – mobCount (8 –> 10) (8 –> 10)
Changed – lt2/x (-300 –> -315) (-300 –> -315)
Changed – lt2/y (-250 –> -300) (-250 –> -300)
Changed – rb2/x (300 –> 315) (300 –> 315)
New – Animation (keydown0)
New – Animation (keydownloop0)

Spirit Redemption
New Skill
New – Name (Spirit Redemption)
New – Description (When you die, a guardian spirit revives you, knocking back enemies and making you temporarily invincible.)
New – Level readout (Revives you upon death, Invincibility Duration: #y sec, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount \n#cCooldown: #x sec#)
New – Max level (10)
New – Delay (summonRedemption – 270 ms)
New – Hitbox (230%)
New – Info (type = 10)
New – damage (450) (250+20*level)
New – attackCount (4) (4)
New – mobCount (15) (5+level)
New – y (3) (1+roundDown(level/5))
New – x (300) (420-12*level)
New – Animation (effect)
New – Image (icon)
New – Image (iconDisabled)
New – Image (iconMouseOver)

Summon Other Spirit
Changed – Level readout (Revives you upon death, Invincibility Duration: #y sec, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount \n#cCooldown: #cooltime sec# –> Revives you upon death, Max Enemies Hit: #v, Damage: #x%, Number of Attacks: #z, Invincibility: #y sec\n#cCooldown: #cooltime sec#)
Removed – Delay
Removed – Hitbox
Changed – cooltime (180 –> 300) (300-12*level –> 420-12*level)
New – x (450) (250+20*level)
New – z (4) (4)
New – v (15) (5+level)
New – s (300) (420-12*level)
Removed – damage
Removed – attackCount
Removed – mobCount

Spirit Bond 3
Removed Skill

Eunwol (IV)

High Quality Knuckle Mastery
Changed – Name (Advanced Knuckle Mastery –> High Quality Knuckle Mastery)
Changed – Description (Maximizes your knuckle mastery and increases your minimum and maximum critical damage.\n[Required Skill]: #cKnuckle Mastery Lv. 10# –> Uses the power of spirits to maximize your knuckle mastery and increase your minimum and maximum critical damage.\n[Required Skill]: #cKnuckle Mastery Lv. 10#)
Changed – Max level (20 –> 30)
New – Master Level (10)
New – Combat orders (1)
Changed – criticaldamageMin (30 –> 20) (10+level –> 2*roundUp(level/3))
Changed – criticaldamageMax (30 –> 20) (10+level –> 2*roundUp(level/3))

Hero’s Will
New – Master Level (5)
New – Combat orders (1)

Fire Fox Spirits
New – Combat orders (1)
Changed – damage (250 –> 200) (150+5*level –> 100+5*level)
Changed – mobCount (3 –> 1) (3 –> 1)
Changed – y (6 –> 5) (6 –> 5)
Changed – z (5 –> 3) (3+roundDown(level/10) –> 2+roundDown(level/20))

Spirit Bond Max
Changed – Description (Your bond with the spirits has been maxed, boosting your Attack Power, Ignore DEF, Boss ATT, and Attack Speed! –> Your bond with the spirits has been maxed, boosting your Damage, Attack Power, Ignore DEF, Boss ATT, and Attack Speed temporarily!)
Changed – Level readout (MP Cost: #mpCon, Duration: #time, Damage: +#indieDamR%, Attack Power: +#indiePad, Boss ATT: +#bdR%, Increases Attack Speed by 1 stage, Bonus Ignore DEF: #indieIgnoreMobpdpR%\n#cCooldown: #cooltime sec# –> MP Cost: #mpCon, Duration: #time sec, Damage: +#indieDamR%, Attack Power: +#indiePad, Boss ATT: +#indieBDR%, Increases Attack Speed by 1 stage, Enemy DEF Ignored: #indieIgnoreMobpdpR%\n#cCooldown: #cooltime sec#)
Changed – indieDamR (30 –> 20) (30 –> 20)
Changed – indiePad (30 –> 20) (30 –> 20)
Changed – indieBDR (30 –> 20) (30 –> 20)
New – Animation (effect0)

Heroic Memories
Removed – Delay

Spirit Claw – Boss Rush
Changed – Level readout (Spirit Claw Boss ATT: +bdR% –> Spirit Claw Boss ATT: +#bdR%)

Spirit Incarnation
Changed – Name (Spirit Transformation –> Spirit Incarnation)
Changed – Description (You temporarily transform into a fire spirit, locking nearby enemies in a fiery tornado and dealing damage. –> Transforms into a spirit incarnation temporarily. Becomes invincible when transformed. Attacks all the surrounding enemies ruthlessly.)
Changed – Delay (blink – 120 ms –> spiritTransformation – 120 ms)
Changed – Hitbox (670%)
Changed – damage (500 –> 700) (500 –> 700)
New – subTime (360) (360)

Critical Insight
New – Master Level (10)
New – Combat orders (1)
Changed – x (30 –> 50) (10+level –> 10+2*level)
Changed – y (60 –> 90) (20+2*level –> 30+3*level)

Spirit Claw – Extra Strike
Changed – Level readout (Spirit Claw Attack Count: +#attackCount –> Spirit Claw Number of Attacks: +#attackCount)

Fire Fox Spirits-Repeated Attack Bonus
Changed – Name (Fire Fox Spirits – Summon Count –> Fire Fox Spirits-Repeated Attack Bonus)
Changed – Description (Increases the number of Fire Fox Spirits that are summoned. –> Increases Fire Fox Spirits’s attack repeat count.)
Changed – Level readout (Spirits Summoned: +#bulletCount –> Fire Fox Spirits Repeated Attack Count: +#z)
New – z (1) (1)
Removed – bulletCount

Spirit Ward
Changed – Level readout (Duration: #time sec, Spirits Summoned: #x\nRemoves magic effects or nullifies incoming damage.\nEach hit consumes one Guardian Spirit\n#cCooldown: #cooltime sec# –> MP Cost: #mpCon, Duration: #time sec, Spirits Summoned: #x, Removes debuffs or nullifies incoming damage.\nConsumes one Guardian Spirit when attacked or received a debuff.\n#cCooldown: #cooltime sec#)
Changed – Max level (20 –> 10)
New – Master Level (10)
Changed – Delay (spiritBarrier – 0 ms –> spiritBarrier – 720 ms)
New – Combat orders (1)
Changed – mpCon (30 –> 55) (20+roundDown(level/2) –> 35+2*level)

Bomb Punch (3rd hit)
Changed – Description (Summons a nature spirit to attack multiple enemies in front. Additional fire spirits are summoned per attack. –> Summons a nature spirit to attack multiple enemies in front of you.)
Changed – Level readout (MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\n[Fire Spirits]: Spirits Summoned: #x, Damage: #y%, Number of Attacks: 1, attacks a random enemy –> MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount)
Changed – Delay (bombPunch2 – 0 ms –> bombPunch2 – 480 ms)
Changed – Hitbox (405%)
Removed – Final attack
New – Combat orders (1)
Changed – mpCon (15 –> 45) (10+roundDown(level/6) –> 30+roundDown(level/2))
Changed – damage (500 –> 280) (320+6*level –> 160+4*level)
Changed – mobCount (5 –> 8) (5 –> 8)
Removed – x
Removed – y
New – Animation (effect)

Bomb Punch (4th hit)
Changed – Description (Summons a nature spirit to attack multiple enemies in front. Additional fire spirits are summoned per attack. –> Summons a nature spirit to attack multiple enemies in front of you.)
Changed – Level readout (MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\n[Fire Spirits]: Spirits Summoned: #x, Damage: #y% Number of Attacks: 1, attacks a random enemy –> MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount\nStun Chance: #prop%, Stun Duration: #time sec)
Changed – Delay (bombPunch3 – 0 ms –> bombPunch3 – 480 ms)
Changed – Hitbox (435%)
Removed – Final attack
New – Combat orders (1)
Changed – mpCon (15 –> 45) (10+roundDown(level/6) –> 30+roundDown(level/2))
Changed – damage (540 –> 300) (360+6*level –> 180+4*level)
Changed – mobCount (5 –> 8) (5 –> 8)
New – time (2) (roundUp(level/15))
New – prop (100) (40+2*level)
Removed – x
Removed – y
New – Animation (effect)
New – Animation (mob)

Bomb Punch (2nd hit)
Changed – Description (Summons a nature spirit to attack multiple enemies in front. Additional fire spirits are summoned per attack. –> Summons a nature spirit to attack multiple enemies in front of you.)
Changed – Level readout (MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\n[Fire Spirits]: Spirits Summoned: #x, Damage: #y%, Number of Attacks: 1, attacks a random enemy –> MP Cost: #mpCon, Damage: #damage%, Number of Attacks: #attackCount, Max Enemies Hit: #mobCount)
Changed – Delay (bombPunch1 – 0 ms –> bombPunch1 – 480 ms)
Changed – Hitbox (365%)
Removed – Final attack
New – Combat orders (1)
Changed – mpCon (12 –> 45) (9+roundDown(level/10) –> 30+roundDown(level/2))
Changed – damage (460 –> 270) (280+6*level –> 150+4*level)
Changed – mobCount (5 –> 8) (5 –> 8)
Removed – x
Removed – y
New – Animation (effect)

Spirit Claw
New – Master Level (10)
Changed – Delay (spiritClaw – 0 ms –> spiritClaw – 810 ms)
Changed – Hitbox (400%)
New – Combat orders (1)
Changed – mpCon (25 –> 80) (20+roundDown(level/6) –> 50+level)
Changed – mobCount (2 –> 3) (2 –> 3)
Changed – damage (430 –> 380) (250+6*level –> 230+5*level)
New – Animation (effect)

Soul Splitter
Changed – Description (Launches a fire spirit forward, splitting enemies’ souls from their bodies. The rest of your attacks will deal damage to both, and you’ll get bonus kill EXP. –> Summons a fire spirit to attack multiple enemies in front.\nSplits enemies’ souls from their bodies.)
Changed – Level readout (MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\nSplits enemies’ souls from their bodies \n[Split Soul]: appears at the spot the enemy was hit, Enemy Damage taken: +#x%, Kill EXP Earned: +#y%\n#cCooldown: #cooltime sec# –> MP Cost: #mpCon, Max Enemies Hit: #monCount, Damage: #damage%, Number of Attacks: #attackCount\nSplits enemies’ souls from their bodies.\nDamage: +#z% for stationary monsters whose souls aren’t split from their bodies.\n#c[Split Soul]#: Shares HP with its body. Damage Instake: -#x%, Duration: #time sec at the spot where it’s attacked.\nEXP obtained: +#y% when defeating a split soul or the soul’s body.\n#cCooldown: #cooltime sec#)
New – Master Level (10)
Changed – Delay (divisionSoulAttack – 0 ms –> divisionSoulAttack – 1065 ms)
Changed – Hitbox (460%)
New – Combat orders (1)
Changed – mpCon (30 –> 100) (20+roundDown(level/2) –> 60+2*level)
Changed – damage (1600 –> 2000) (1000+30*level –> 1200+40*level)
Changed – mobCount (1 –> 6) (1 –> 6)
New – z (50) (50)
Changed – cooltime (180 –> 120) (300-6*level –> 300-9*level)
New – Animation (mob)

Death Mark
Changed – Description (Summons a death spirit to attack enemies in front. Those that aren’t killed outright will be marked, taking continuous damage. \nYou’ll absorb a portion of the mark damage as HP. –> Summons a death spirit to attack enemies in front. Attacks become critical hits, ignoring the Damage Reflection effect. Attacked enemies will be marked, taking continuous damage.\nYou’ll absorb a portion of the mark damage as HP.)
Changed – Level readout (MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\nInstant Kill Chance: #prop% \n[Mark]: Duration: #dotTime sec, Damage Interval: #dotInterval sec, Damage per Interval: #dot%, HP Absorb Amount: #x% of damage dealt \n#cCooldown: #cooltime sec# –> MP Cost: #mpCon, Max Enemies Hit: #mobCount, Damage: #damage%, Number of Critical Hits: #attackCount\n#c[Mark]#: Duration: #dotTime sec, Damage Interval: #dotInterval sec, Damage per Interval: #dot%, HP Absorb Amount: #x% of damage dealt \n#cCooldown: #cooltime sec#)
New – Master Level (10)
Changed – Delay (deathMarker – 0 ms –> deathMarker – 720 ms)
Changed – Hitbox (350%)
New – Combat orders (1)
Changed – mpCon (40 –> 100) (30+roundDown(level/2) –> 60+2*level)
Changed – mobCount (6 –> 10) (6 –> 10)
Changed – dot (300 –> 250) (100+10*level –> 150+5*level)
New – cr (100) (100)
Removed – prop

Bomb Punch
Changed – Description (Summons a nature spirit to attack multiple enemies in front. Can be used 4 times in a row. Additional fire spirits are summoned per attack to chase down and damage enemies. –> Summons a nature spirit to attack multiple enemies in front. Can be used 4 times in a row.)
Changed – Level readout (MP Cost: #mpCon \n[1st hit]: Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\n[2nd hit]: Max Enemies Hit: #x, Damage: #y%, Number of Attacks: #z\n[3rd hit]: Max Enemies Hit: #v, Damage: #w%, Number of Attacks: #s\n[4th hit]: Max Enemies Hit: #t, Damage: #q%, Number of Attacks: #u \n[Fire Spirits] Spirits Summoned: ??, Damage: ?%, Number of Attacks: 1, attacks a random enemy –> MP Cost: #mpCon \n[1st hit]: Max Enemies Hit: #mobCount, Damage: #damage%, Number of Attacks: #attackCount\n[2nd hit]: Max Enemies Hit: #x, Damage: #y%, Number of Attacks: #z\n[3rd hit]: Max Enemies Hit: #v, Damage: #w%, Number of Attacks: #s\n[4th Hit]: Max Enemies Hit: #s2, Damage: #q%, Number of Attacks: #u, Stun Chance: #prop%, Stun Duration: #time sec)
New – Master Level (10)
Changed – Delay (bombPunch0 – 0 ms –> bombPunch0 – 480 ms)
Changed – Hitbox (325%)
Removed – Final attack
New – Combat orders (1)
Changed – mpCon (12 –> 45) (9+roundDown(level/10) –> 30+roundDown(level/2))
Changed – damage (420 –> 260) (240+6*level –> 140+4*level)
Changed – mobCount (5 –> 8) (5 –> 8)
Changed – x (5 –> 8) (5 –> 8)
Changed – y (460 –> 270) (280+6*level –> 150+4*level)
Changed – v (5 –> 8) (5 –> 8)
Changed – w (500 –> 280) (320+6*level –> 160+4*level)
New – s2 (8) (8)
Changed – q (540 –> 300) (360+6*level –> 180+4*level)
New – time (2) (roundUp(level/15))
New – prop (100) (40+2*level)
Removed – t
New – Animation (effect)

Fire Fox Spirits-Summon Chance
Changed – Name (Fire Fox Spirits – Enhance –> Fire Fox Spirits-Summon Chance)
Changed – Level readout (Summon Chance: +#prop% –> Fire Fox Spirits Summon Chance: +#prop%)
Changed – prop (30 –> 10) (30 –> 10)

Bomb Punch – Spread
Changed – Level readout (Monsters Hit: +#targetPlus –> Bomb Punch Max Enemies Hit: +#targetPlus)
Changed – targetPlus (1 –> 2) (1 –> 2)

Fire Fox Spirits
Changed – Level readout (Summon Chance: #prop%, Number of Foxes: #bulletCount\nFox Damage: #damage%, Max Enemies Hit: #mobCount, Number of Attacks: #attackCount\n#cRepeats #y times# per attack –> Summon Chance: #prop%, Number of Fire Fox Spirits: #bulletCount\nFire Fox Spirit Damage: #damage% Max Enemies Hit: #mobCount. Number of Attacks: #attackCount\n#cRepeats #ytimes# per attack)
New – Master Level (10)
New – Combat orders (1)
Changed – damage (250 –> 200) (150+5*level –> 100+5*level)
Changed – mobCount (3 –> 1) (3 –> 1)
Changed – prop (25 –> 20) (15+roundDown(level/2) –> 10+roundDown(level/2))
Changed – y (5 –> 3) (3+roundDown(level/10) –> 2+roundDown(level/20))
New – Animation (hit.0)

Spirit Bond 4
Changed – Description (Your bond with the spirits increase, allowing you to ignore Enemy Defense and deal increased Boss Damage.\n[Required Skill]: #cSpirit Bond 3 Lv. 20# –> Your bond with the spirits increase, allowing you to ignore Enemy Defense and deal increased Boss ATT permanently. [Required Skill]: #cSpirit Bond 3 Lv. 20#)
Changed – Level readout (Restores 1% HP, 1% MP per attack\nWhen using Spirit skills, Damage Taken: -#q%, Power Stance chance: +#u%, Accuracy: +#w, Avoidability: +#s, Damage: +#z%, Attack Power: +#v, Boss Attack Power: +#y%, Enemy DEF Ignored: #x%, Attack Speed increased by 1 stage –> Enemy DEF Ignored: #ignoreMobpdpR%, Boss ATT: +#bdR% permanently)
New – Master Level (10)
New – Combat orders (1)
New – ignoreMobpdpR (30) (level)
New – bdR (30) (level)
Removed – x
Removed – y
Removed – z
Removed – v
Removed – w
Removed – s
Removed – u
Removed – q

Maple Warrior
New – Master Level (10)
Removed – Delay
New – Combat orders (1)

Spirit Bond 4
Removed Skill

Bomb Punch (fire spirits)
Removed Skill

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3 thoughts on “GMS v.150 – Rising Heroes (2014-06-17)

  1. Voidmist

    When does Nexon America usually post the actual patch notes? The day of the patch or the day before? I am craving more details… (I read through the KMS changes, but ya know… I want our changes)

  2. Ayumilove Post author

    Hi Psidra, you could post your question into Beast Tamer guide page, so others who shares the same question as you can have their’s answered as well. I have tried all 4 animals and based on my experience on leveling quickly, I would recommend Bear and Leopard. You will not have any access to Cat nor Hawk at earlier stage, so you are just limited to these 2 animals. It also depends on your goals whether you want to create it as a mule or playing it as your main character. I have this answered in the guide. The cat is very weak in terms of damage, its similar to Bishop but with weaker and least variety of offensive skills. Therefore, leveling using Cat mode is very slow unless you are leeching of from a party training or boss raid.

  3. Psidra

    I really don’t think this is allowed but I can’t find anyway to contact you on this website.

    Its not related to this main post. I read on your BT guide that Bear + Leopard would be your suggestion for having it as a main, and I’d like to ask why not Bear + Cat? I’ve seen online many people say that Leopard was a bad choice, and I’d just like to hear out why your choice would be it over cat.