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Aimer

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  1. Hello and welcome to our second Development Update dev blog! Today we'll be going over some of our major planned changes and what we're working on for the coming months, as well as some ideas we have pending. All details, imagery or comments contained in this post refer to work in progress content and are subject to change. Monster Hunting The next instalment of Monster Hunting feature lots of under the hood changes that, while has little impact on its gameplay, allows us more flexibility and less annoying bugs, as well as the introduction of DDA (Dynamic Damage Adjustment - of which you can read more about in our Final Role Blog) and the pending MVP card alterations, a new Tank role skill, and a full rework on Rage mechanics. All together with the mammoth Hrungnir, which make its debut in the Savage Coast on the 1st of March. March 1st, 2022 Illusion of Twins The latest illusion dungeon, Illusion of Twins, will be arriving into NovaRO in our very next maintenance. With the update, we've reworked the Daily Quest reset tiers to accommodate the new dungeon, and increased Illusion Stone quest rewards for some old and new quests. The tiers will become as follows: Tier 1: Illusion of Moonlight and Illusion of Frozen Tier 2: Illusion of Vampire and Illusion of Abyss Tier 3: Illusion of Teddy Bear and Illusion of Underwater (First floor) Tier 4: Illusion of Luanda and Illusion of Twins Tier 5: Illusion of Labyrinth and Illusion of Underwater (Second floor) All details will be noted on the Patch Notes. You can also expect the same quality of life features from previously implemented illusion dungeons to also be applied to Illusion of Twins, including the requirement downgrade to +7 instead of +9, base equipment materials being obtained as drops from the dungeon and the MVP-exclusive catalyst being obtained through a regular mob at a lower rate. Zeny Generation One big project that remained in our minds for a long time is the player progression in NovaRO, and how players interact with new (and old) content. One of the main concerns regarding progression is how the mid-game transition is perceived as laborious and repetitive. We've taken some time to look at the overall zeny generation and have some immediate and long term plans in mind but, as you may know, this is a delicate topic and every major change has to be considered carefully. An update on Eden Academy Development on Eden Academy has been going strong since our last announcement on its conception, and the overall idea is now fleshed out. From teaching new (and returning) players simple concepts such as understanding base Ragnarök Online systems, such as Navigation and RODEX to gear refinement and enchantment. While I'll reiterate the content in of itself is not tailor-made for our most active, 'end game' players, it will prove to be a great help for newcomers, returning players or even established players looking to try a new class out, with the help of Noblesse, Imperial and Grace sets. Guild Missions It is not a surprise that the guild system in RO has always been heavily tailored towards War of Emperium, providing little functionality for those not interested in participating in that activity alone. With the advent of communities in Teamspeak, Mumble, Discord and other VoIP software, the role of in-game guilds as social connectors became even more dubious. Guild-wide activities have always defaulted to regular group gameplay for most, as there are not a lot of activities who can be performed by more than a full party simultaneously (aside from the obvious choice of WoE). This project aims to provide more content for guild members to participate and feel more included within their communities, or even be persuaded to start their own. Guilds will be able to participate in special events, be rewarded for their joint effort, and compete against each other in a monthly leaderboard. The project is at an early stage and all its details are limited to internal documentation at this moment, but we're eager to share more in the coming months as it comes to fruition. If you're a guild leader, feel free to contact us and share your experience or any ideas that come to mind. Ancient Juperos Ep. 2 Research in the fields of Ancient Juperos has been extremely fruitful thanks to the help of fearless adventurers. However, this fearlessness was not set to last, as an ancient, and surprisingly in working condition, piece of technology was found abandoned in its depths. ??????: If you persist, I will be forced to -- WARNING: Information Classified. ??????: Oh. Well, thank you, System. I don't want to spoil the surprise. That's all great, but what about 4th jobs? Following our pre-release on NovaLabs, which we can refer to as successful, there were a lot of crinkles to iron out and bugs to fix with the base implementation of 4ths. Following kRO's release of Extended 4th Job Classes, as well as providing the very first rebalance for regular 4th Jobs, there was a new decision to be made: releasing what we have vs. waiting to release a full-fledged pack. As of now, we're aiming to have all base 4th jobs, with their latest kRO updates, by the start of the second quarter of the year. We'll be trying to include Expanded jobs, Hyper Novice and Spirit Handler, but as there is less information readily available on these jobs, it is quite likely they will require more time to be implemented. This is an internal release date, something that we generally would not share at this point, as many things can influence it. There's a daunting amount of work ahead of us, starting with finishing up a stable fully working client with proper 4th Job support, data gathering, coding, QA and a lot of testing - not only for the classes themselves, but potentially also new official content released for them. Which means there's a very real possibility of us not making it "in time". We'll be working our hardest to make it a reality. And to all other projects... As expected, there are a lot more projects (and pipe dreams) in the back burner, which are either way too early to share, too small, too abstract or in need of fresh ideas and consideration. Some of these might grow and earn their own section on one of these posts, some others will be forgotten in our to-do list and not make the cut - both for a plethora of reasons. Other small projects, such as an NPC that allows players to lend their items safely, new events, website improvements and more were already at least partially confirmed, be it through our answers here on the Forums or Discord. We hope you are as excited to see what the future holds for NovaRO. As each project approaches their release dates, we will be sharing more details about them in their own Development Blogs or future Development Updates, whenever applicable. Keep an eye out for more of those (very intentional) teasers!
  2. Aimer

    Card Update Patch Notes #174

    In the case of Juperos Expedition, it was intended for it to be a surprise, but aside from that update, I'd argue there wasn't anything noteworthy enough to fill an announcement post. I definitely plan on making more 'What we're working on'-type posts, but those do require at least a base to shape it into a proper teaser instead of just listing names of projects that are not properly realized or are too early into production and can end up scrapped, as such a list would mean little to players. In parallel, we also have a lot of small scope projects which get realized quicker than expected, such as the OCA/MCA update. I'll certainly be doing more of those posts, as soon as there is enough information to do so, although I personally wouldn't be opposed to do a something similar to a bimonthly update if that is liked enough, even if some months would just list "yeah, we're still working on last month's stuff". To follow up on the above, we had already planned and should have an update post for Q1 of 2022 in the near future. Edit: Funnily enough, I had made a dummy post for before Christmas, but we decided to skip it due to the reasons I mentioned above.
  3. The next edition of the Great Hunt will take place this Saturday, December 4th, at 09:00AM PST - Server Time (registration) / 10:00 server time (match start). The Great Hunt is an all-out brawl in the Savage Coast, in which teams must fight monsters and their fellow competitors to ensure victory. Registration Registration will open at 09:00 Server Time, for one hour. In order to register, you must be in a guild, create a party and talk to Sothis at The Wyvern (@go mh). Your party must have between 3 and 5 members at least Level 190, all pertaining to the same guild. Once you register, you may withdraw or update your team at any time until the end of the registration period. Only members who are online at the time of registration will be able to join the Great Hunt. A single guild cannot have more than one Great Hunt party and your guild must have a guild emblem to be able to enter the map. The Great Hunt will require at least 5 registered teams to start, if there aren't enough teams when the registration period ends, the event will be skipped for the month. Overview The Great Hunt begins at 10:00 server time, and lasts until 11:00 or until only one team remains standing, whichever happens first. Players will battle out in a well-known area - The Savage Coast, which is inhabited by a wide array of dangerous monsters. Players should be prepared to fight ambient monsters, Primals, and Great Monsters. However, the greatest danger of all does not come from them, but from fellow competitors scattered around the island, waiting for their chance to strike. Aside from battling players and monsters alike, The Great Hunt also involves managing two important resources - Crest Stones and Stocks. See below for an overview of useful minimap markings that may appear during the Great Hunt: Pink Marker - Boss White Marker - Player carrying a large amount of Crest Stones Red Marker - Blocked map zone Blue Marker - Supply Crate Orange Marker - Primal (after talking to the Tracker) Yellow Marker - Top 3 teams (after talking to the Mercenary) Brown Marker - Players with zero Stocks remaining Crest Stones and Points Points are the main factor used to determine a team’s ranking. The leading team will be the one with the highest amount of points among the surviving teams. You gain points by delivering Crest Stones to a Crest Stone Collector. Crest Stones can be obtained by defeating enemies, and each stone will grant one point when delivered. Objective Amount of Crest Stones obtained Killing an ambient monster Chance of obtaining a single Crest Stone Killing a player Small Killing a player in the 6th, 5th or 4th ranked teams Medium Killing a player in the top 3 teams or a Primal High Killing a Great Monster Very high If you defeat a player that is carrying Crest Stones, all their Crest Stones will be destroyed, and you will obtain half of the amount. If you leave the map while carrying Crest Stones, they will be deleted upon reentry. A single player can only carry 100 Crest Stones at a time, and any exceeding Crest Stones will be lost. Stocks and Entering the Savage Coast Stocks represent a team’s lives. Every team starts with 20 Stocks. The leader can warp his team to the Savage Coast, to a biome of his choosing, by speaking to Sothis, which will cost 1 Stock. Individual team members are not allowed to reenter alone. Once a team reaches 0 Stocks, they will be eliminated from the Great Hunt when all their members are defeated, regardless of the amount of points they have obtained. This means that even a team with a high amount of points can end up in last place and get eliminated if they are too brazen with their Stocks. Periodically, the team with the least points will be set to zero stocks, so make sure you are not at the bottom of the ranking! Please note that, if you stay outside the Great Hunt for too long, you will be penalized by losing a certain amount of stocks. Sothis’ watchful eye does not appreciate cowards! Team Elimination and Ranking Once a team is eliminated (either from being defeated while having no Stocks, or by being in the last place in points), their final ranking in the Great Hunt will be the order they were eliminated in. If there are 10 teams in total, the first team to be eliminated will take the 10th place, the second team will take the 9th place, and so on. When the Great Hunt ends, if there is only one team left standing, they will be the winner, regardless of their amount of points. If there are multiple teams left standing, the winner will be the team with the highest amount of points among them. Ties will be decided based on the amount of Stocks each team has. Monsters All monsters in the Great Hunt will be Player race and Medium size, meaning they will be affected by popular Siege game mode items, such as Glorious Weapons and Thara Frog Card. Other monster properties remain unchanged, including element and Boss status. The Savage Coast will contain 6 Primals, spawned a few minutes after the match begins. Upon death, they will grant a buff to the killer’s team and respawn after a few minutes. Periodically, a Great Monster will appear and will be marked on the competitors’ minimaps. It will employ a small part of its original mechanics, and we’ve made sure to not include mechanics that would be too intrusive for PvP, such as Nysori’s Charming Allure or Siren’s Song. Upon death, Great Monsters will grant multiple buffs to the killer’s team. All monsters will be affected by the 85% damage reduction applicable to Siege maps, both in their damage dealt and damage taken. Game Mechanics All King of Emperium game mechanics apply, including Siege reductions and any skill and item behavior changes. Notably, this includes the +15 refinement cap and the disabling of all MVP Cards. Upon entering the Savage Coast, competitors will have most of their buffs removed - outside buffs, such as those cast by alts, are not allowed in the Great Hunt. Make sure to rebuff quickly when you spawn, or you may find yourself ambushed by enemies while unprepared. Enemy players will be displayed with generic outfits, cloth colors, hairstyles and hair colors, and without headgears. Player movement speed will be capped. In addition, Snap, Mechanic slides, Fallen Angel and High Jump will have a 2-second cooldown if they are used when there are no team members of different jobs on your screen. For example, a Sura will be able to Snap freely as long as it is within screen range of a Sorcerer teammate, but not if it is alone or only close to another Sura. Upon entering the Savage Coast, you will receive a White Flag, which allows you to exit the map. All means of warping out of the map aside from the White Flag, including Butterfly Wings, @commands, and Poison Bottle will be disabled. Alongside other items that are usually not available in Siege modes, Novaphone, Kafra Card, Peony Mamy, Snowflip, Sadagui, Yggdrasil Sand, Sothis Shield, BG Repair Scroll and Beast Horn are disabled. Freedom and Marionette Control skills are disabled. Players with the Invisibility status effect will not be able to interact with NPCs. This does not include Cloaking, Hiding or similar effects. No Monster Hunter customizations or exclusive effects will apply. This means all MH consumables and Role Skills are disabled, and none of the Skill or item balancing changes apply. NPCs There are a number of helpful NPCs in each Base at the Savage Coast. To interact with these NPCs, you must be within 4 cells of them, and wait for a casting bar to conclude. If you are attacked during this time, the NPC activation will be canceled. The Crest Stone Collector will collect all your Crest Stones and grant points. The Healing Soup will fully restore your HP and SP, remove debuffs, repair broken equipment, and restore mounts. The Storage Chest will open any storage. The Tracker will display the location of any alive Primals on your team’s minimap. The Mercenary will display the location of the current top 3 teams on your team’s minimap. The Crow Handler will bring back defeated teammates waiting at the Airship to the battlefield, without consuming Stocks. Upon activation, the Crow Handler has a three-minute cooldown. Rules All Rules applicable to other Siege content will also apply to the Great Hunt. Any means to bypass intended game mechanics (such as bringing in outside buffs or using disabled items) will result in punishment. If you are not sure whether something is considered an exploit, make sure to ask a member of the Staff before considering using it. “Teaming”, truces, alliances and all other forms of coordination between participating teams are strictly forbidden. Any form of communication between competitors, including being in the same Discord voice lobby, will be considered teaming. Win trading and similar practices also fall into this rule. Dual clients are not allowed to participate (on the same team or in different teams). Rewards Every participant will receive 2000 Valor Badges. All ranking rewards will be given per member of the respective placing teams: First Place - 15000 Nova Points - 1x Glorious Aura (costume) - 3000 Valor Badges (+2000 from participation) Second Place - 5000 Nova Points - 2x Aura Essence - 1000 Valor Badges (+2000 from participation) Third Place - 2000 Nova Points - 1x Aura Essence - 2000 Valor Badges from participation Updates and Changes Altered the registration time from 10AM to 9AM and tournament start from 11AM to 10AM to better align with the new WoE time after DST changes. Lowered the HP of Garronath and Nysori by 20%. Garronath's or Nysori's buff will now allow the team to deliver Crest Stones without a timer for the duration of the buff. Improved the nearby enemy checker on warp-in to avoid instances of spawning next to an enemy team.
  4. Nightmare Toy Factory Nightmare Toy Factory reward structure rebalance: Developer's Note: Whenever we design or rebalance content, there are a lot of intricacies that go unsaid, from content longevity, difficulty level, what we believe makes content "good", the purpose it serves in a macro sense, how does it stand against the test of time and many others. Sometimes we miss the mark and overestimate (or underestimate) some changes, which can lead to some decisions backfiring. While we were quite quick to realize that the difficulty level of Nightmare Toy Factory was not proportional to its reward structure, the initial changes from Patch Notes #170.5 were overly cautious, as the content was brand-new and players were still figuring out mechanics and strategies for completing the instance. In retrospect, those changes were clearly not enough. Part of the reason being some misguided expectations from our part, mainly towards the actual difficulty and effort needed to run (and complete) the content. We recognize our fumble, and we're regretful it took us longer than intended to respond, as we're also working through other pieces of content, such as Thanatos Tower [Hard], and making sure they would already take what we've learned with Nightmare Toy Factory into consideration. We would like to thank everyone who provided constructive feedback on the last batch of changes. Bloody Cloth Pieces obtained from bosses will now be always evenly split between all party members. Decreased the price of Class Shadow Gears from 200 to 150 Shard of Nightmare. Decreased the price of Pierce Shadow Gears from 800 to 250 Shard of Nightmare. Decreased the Bloody Cloth Piece price of Celine Shadow Orb from 75 to 20. Decreased the price of Celine's Dress from 750 to 300 Bloody Cloth Pieces. Decreased the price of Celine's Brooch from 1,500 to 900 Bloody Cloth Pieces. Developer's Note: If you've bought any of these items prior to this change, please send us a Support Ticket and we'll refund the difference in price. Added Almighty Shadow Focus to Auran's Shop for 450 Shard of Nightmare. Added Liberation Shadow Boots to Auran's Shop for 650 Shard of Nightmare. Almighty and Liberation Shadow Gears Almighty Shadow Focus A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. or each refine level: All Stats +1 Class: Shadow Earring Weight: 0 Jobs: All Liberation Shadow Boots A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Increases physical damage inflicted on Boss monsters by 1%. Refine Level +7: Increases physical damage inflicted on Boss monsters by 1%. Refine Level +9: Increases physical damage inflicted on Boss monsters by 1%. When combined with Safeguard Shadow Shield: Increases physical damage inflicted on Boss monsters by 5%. Class: Shadow Shoes Weight: 0 Jobs: All Thanatos Tower Hard - Guide Implemented Thanatos Tower [Hard]. To start, speak to Lumin, at thana_step,154,367. The instance has no cooldown, and you can freely reenter at any time, and requires you to be in a party (maximum of 8 players), and be at least level 180. Thanatos Tower hard introduces 6 new pieces of equipment and 31 distinct pieces of Shadow Gear. The final boss of the instance, Thanatos, awards 50 - Shard of Wrath to each party member, as well as 250 - Thanatos Sword Fragment, split evenly between all party members. Thanatos Necklace and its enchant catalysts can be obtained from Stephan (thana_step,154,376). Shadow Gears and Quest equipment can be obtained from Duran's shop (thana_step,150,376). - Thanatos' Necklace A necklace decorated with beautiful jewels possessed by Thanatos's agony. ATK +5%, MATK +5% [+ Dark Knight Mask] Refine Level of Dark Knight Mask is +7 or higher: Increases Attack Speed (Decreases After Attack Delay by 10%). Decreases Variable Casting Time of all skills by 10%. Refine Level of Dark Knight Mask is +9 or higher: ATK +5%, MATK +5% Refine Level of Dark Knight Mask is +11 or higher: Decreases Fixed Casting Time of all skills by 0.5 seconds. Random options can be given with the Pendant Gemstone of Force item. Class: Accessory (Left) Weight: 10 Jobs: All Quest obtainable equipment Fallen Angel Blessing Wings of Angel whose banished from heaven. Increases Physical Damage against enemies of Angel race by 5%. Decreases damage taken from Angel race by 5%. Class: Headgear Defense: 1 Location: Middle Weight: 20 Required Level: 10 Jobs: All Noble Mask A silver mask worn by nobles. MaxHP +1% Decreases After Attack Delay by 1%. Increases damage of Sacrifice by (Base Level*2)%. Decreases Variable Casting Time of Devotion and Pressure by 2 seconds. Base Level at least 100: MaxHP +1% Decreases After Attack Delay by 1%. Base Level at least 150: MaxHP +1% Decreases After Attack Delay by 1%. Class: Headgear Defense: 0 Location: Middle Weight: 20 Required Level: 30 Jobs: All Rosary Necklace The holy Rosario which God's apostles have given its power. A mysterious force seems to be flowing. Healing rate +5%. When equipped with Light of Recovery: For each 2 Refine Level of Light of Recovery: Decreases After Cast Delay of all skills by 3%. Light of Recovery's SP penalty is removed. This item is disabled inside Monster Hunter content. Class: Headgear Defense: 12 Location: Lower Weight : 30 Required Level: 1 Applicable Job : Every Job Class Shadow Gears Price: 150 - Shard of Wrath Fire Breath Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Decreases SP Consumption of Dragon Breath by 2%. For each 2 Refine Levels: Decreases SP Consumption of Dragon Breath by additional 1%. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Rune Knight Genesis Shadow Bracelet A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Genesis Ray by 5%. For each 2 Refine Levels: Increases damage of Genesis Ray by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Royal Guard Strain Shadow Focus A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Earth Strain by 5%. For each 2 Refine Levels: Increases damage of Earth Strain by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Warlock Grave Shadow Focus A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Earth Grave by 5%. For each Refine Level: Increases damage of Earth Grave by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Sorcerer Cluster Shadow Vest A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Increases damage of Cluster Bomb by 5%. For each 2 Refine Levels: Increases damage of Cluster Bomb by additional 2%. Class: Shadow Armor Weight: 0 Required Level: 99 Jobs: Ranger Arrow Vulcan Shadow Bracelet A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Arrow Vulcan by 5%. For each 2 Refine Levels: Increases damage of Arrow Vulcan by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Minstrel & Wanderer Boomerang Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Axe Boomerang by 5%. For each 2 Refine Levels: Increases damage of Axe Boomerang by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Mechanic Crazy Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Crazy Weed by 5%. For each 2 Refine Levels: Increases damage of Crazy Weed by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Genetic Ripper Slasher Shadow Bracer A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Cross Ripper Slasher by 5%. For each 2 Refine Levels: Increases damage of Cross Ripper Slasher by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Guillotine Cross Shadowspell Shadow Bracer A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Meteor Storm by 5%. For each 2 Refine Levels: Increases damage of Meteor Storm by additional 3%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Shadow Chaser Duple Shadow Boots A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Increases Critical Damage by 5%. For each 2 Refine Levels: Increases Critical Damage by additional 1%. Class: Shadow Shoes Weight: 0 Required Level: 99 Jobs: Arch Bishop Sky Blow Shadow Bangle A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Sky Net Blow by 5%. For each 2 Refine Levels: Increases damage of Sky Net Blow by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Sura Stardust Shadow Cloth A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Increases Physical Damage against enemies of against enemies of all elements by 5%. For each 2 Refine Levels: Increases Physical Damage against enemies of against enemies of all elements by additional 1% Class: Shadow Armor Weight: 0 Required Level: 99 Jobs: Star Emperor Evil Curse Shadow Focus A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases Shadow elemental magic damage by 5%. For each 2 Refine Levels: Increases damage of Curse Explosion by 3%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Soul Reaper Kunai Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Increases Physical Damage against enemies of on Small, Medium and Large size by 5%. For each 2 Refine Levels: Increases Physical Damage against enemies of on Small, Medium and Large size by 1%. Class: Shadow Shield Weight: 0 Required Level: 99 Jobs: Ninja First Exploding Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Increases Magical Damage against on all elemental monsters by 5%. For each 2 Refine Levels: Increases Magical Damage against on all elemental monsters by additional 1%. Class: Shadow Armor Weight: 0 Required Level: 99 Jobs: Ninja God Hammer Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Increases Physical Damage against enemies of on all elemental monsters by 5%. For each 2 Refine Levels: Increases Physical Damage against enemies of on all elemental monsters by additional 1%. Class: Shadow Armor Weight: 0 Required Level: 99 Jobs: Gunslinger Savage Rabbit Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Increases Physical Damage against enemies of all size enemies by 5%. For each 2 Refine Levels: Increases Physical Damage against enemies of all size enemies by additional 1%. Class: Shadow Shoes Weight: 0 Required Level: 99 Jobs: Doram Super Power Shadow Bangle A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Shield Boomerang and Shield Chain by 10%. For each 2 Refine Levels: Increases damage of Shield Boomerang and Shield Chain by additional 4%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Novice Pierce Shadow Gears Price: 250 - Shard of Wrath Exorcist Shadow Glove A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Demon monsters by 5%. For each 2 refine levels: Pierces physical defense of Demon monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Demon monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Exorcist Shadow Glove A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Demon monsters by 5%. For each 2 refine levels: Pierces magical defense of Demon monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Demon monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Insect Net Shadow Glove A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Insect monsters by 5%. For each 2 refine levels: Pierces physical defense of Insect monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Insect monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Insect Net Shadow Glove A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Insect monsters by 5%. For each 2 refine levels: Pierces magical defense of Insect monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Insect monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Fishing Shadow Armguard A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Fish monsters by 5%. For each 2 refine levels: Pierces physical defense of Fish monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Fish monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Fishing Shadow Armguard A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Fish monsters by 5%. For each 2 refine levels: Piercesmagical defense of Fish monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Fish monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Hunting Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Brute monsters by 5%. For each 2 refine levels: Pierces physical defense of Brute monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Brute monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Hunting Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Brute monsters by 5%. For each 2 refine levels: Pierces magical defense of Brute monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Brute monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Executioner Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Demihuman monsters by 5%. (Except player) For each 2 refine levels: Pierces physical defense of Demihuman monsters by 1%. (Except player) When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Demihuman monster. (Except player) Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Executioner Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Demihuman monsters by 5%. (Except player) For each 2 refine levels: Pierces magical defense of Demihuman monsters by 1%. (Except player) When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Demihuman monsters. (Except player) Class: Shadow Weapon Weight: 0 Jobs: All Jobs Other Shadow Gears Prices: 450 and 650 - Shard of Wrath respectively Almighty Shadow Brooch A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. For each refine level: All Stats +1 Class: Shadow Pendant Weight: 0 Jobs: All Safeguard Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Reduces damage taken from Boss monsters by 1%. Refine Level +7: Reduces damage taken from Boss monsters by 1%. Refine Level +9: Reduces damage taken from Boss monsters by 1%. When combined with Liberation Shadow Boots: Increase physical damage against Boss monsters by 5%. Class: Shadow Shield Weight: 0 Jobs: All Ancient Juperos: The Great Expedition - Guide Republic Envoy : If you think you have what it takes to be part of this great adventure, then let me know! I'll be waiting for you in any of the major cities of the Republic! The efforts of the Schwarzald Republic paid off, with their proud workers recently excavating what looks like a new part of the lost civilisation of Juperos. President Weierstrass gave the accreditation to two illustruous teams to explore these newly discovered ruins and they are looking for adventurers to help them in this expedition. Developer's Note: Ancient Juperos: The Great Expedition is our first real attempt at an episode-style content release. We plan to and will be working to expand this content further. Currently, The Great Expedition consists of a main story quests, two new maps and repeatable quests for the two teams. A big shoutout to GM @Alcor, who came up with the concept and did a lot of the work towards making Juperos Expedition a reality. Ancient Juperos: The Great Expedition reintroduces Ancient Hero Weapons set 1 as an alternative to Monster Hunter, as well as introducing Racing Caps and their enchants, Ancient Hero Weapons set 2 and Skill and Autocast Shadow Gears. Academy Main Quest and Repeat Quests award Academy Tickets. Rekenber Main Quest and Repeat Quests award Rekenber Tickets. Tickets are used for buying Ancient Hero Weapons, their enchant catalysts and Racing Caps. All mobs from both dungeon fields drop Juperium Energy at 5%. Juperium Energy is used for enchanting of Racing Caps and refining of Shadow Gears. Bubblegum or Event Bubblegum has no effect and cannot be used on these maps. Racing Caps Racing Cap (Mechanic) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases critical damage by 5% per level of Over Thrust user learned. If refine rate is 11 or higher, grants Double Attack level 5. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Mechanic Racing Cap (Genetic) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases Cart Tornado damage by 5% per level of Axe Mastery user learned. If refine rate is 11 or higher, has a chance to auto-cast Cart Tornado level 2 when dealing physical damage. (If user has higher level, that level will be cast instead) Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Genetic Racing Cap (Guillotine Cross) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases critical damage by 5% per level of Left Hand Mastery user learned. If refine rate is 11 or higher, has a 5% chance to gain critical damage +20% for 5 seconds when dealing physical damage. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Guillotine Cross Racing Cap (Shadow Chaser) [1] Matk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, Matk + 5 per level of Intimidate user learned. If refine rate is 11 or higher, has a chance to auto-cast Mystical Amplification level 5 when dealing physical damage. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Shadow Chaser Racing Cap (Warlock) [1] Matk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, reduces cooldown of Tetra Vortex by 0.5 second per level of Meteor Storm and Lord of Vermillion user learned. If refine rate is 11 or higher, reduces casting time of Mystical Amplification by 50% (doesn't stack with Staff of Destruction) Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Warlock Racing Cap (Sorcerer) [1] Matk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases Thunderstorm and Fire Ball damage by 5% per level of Auto Spell user learned. If refine rate is 11 or higher, increases Fire Bolt and Lightning Bolt damage by 50%. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Sorcerer Racing Cap (Rune Knight) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases critical damage by 5% per level of Two-Handed Quicken user learned. If refine rate is 11 or higher, the weapon won't be destroyed. Grants Double Attack lv.5. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Rune Knight Racing Cap (Royal Guard) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases Burst Attack damage by 10% per level of Spear Mastery user learned. If refine rate is 11 or higher, reduces cooldown of Earth Drive by 1 second. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Royal Guard Racing Cap (Arch Bishop) [1] Matk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases Duple Light damage by 10% per level of Mace Mastery user learned. If refine rate is 11 or higher, has a chance to auto-cast Adoramus level 5 when dealing physical damage. (Consumes Blue Gemstone, If user has higher level, that level will be cast instead) Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Arch Bishop Racing Cap (Sura) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, reduces SP consumption of Knuckle Arrow by 1 per level of Raging Thrust user learned. If refine rate is 11 or higher, increases Knuckle Arrow damage by 50%. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Sura Racing Cap (Ranger) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases Aimed Bolt damage by 3% per level of Steel Crow user learned. If refine rate is 11 or higher, reduces delay after skill by 15%. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Ranger Racing Cap (Minstrel) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, Atk + 5 per level of Music Lesson user learned. If refine rate is 11 or higher, has a chance to auto-cast Reverberation level 2 when dealing physical damage. (If user has higher level, that level will be cast instead) Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Male Only, Minstrel Racing Cap (Wanderer) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, Atk + 5 per level of Dance Lesson user learned. If refine rate is 11 or higher, has a chance to auto-cast Reverberation level 2 when dealing physical damage. (If user has higher level, that level will be cast instead) Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Female Only, Wanderer Racing Cap (Gunslinger) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, reduces cooldown of Hammer of God by 2 seconds per level of Piercing Shot user learned, reduce cooldown of Dragon Tail by 0.2 second per level of Ground Drift user learned. If refine rate is 11 or higher, reduces cooldown of Crimson Marker by 1 second. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Gunslinger Racing Cap (Ninja) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increases long-ranged physical damage per level of Throw Huuma user learned. If refine rate is 11 or higher, increases Swirling Petal damage by 30%. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Ninja Racing Cap (Super Novice) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, increase critical damage by 10% per level of Double Attack user learned. If refine rate is 8 or higher, ASPD + 1, Atk + 20. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Super Novice Racing Cap (Summoner) [1] Atk + 5, Matk + 5 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, reduces cooldown of Savage Spirit by 4 seconds per level of Lunatic Carrot Beat user learned, reduces cooldown of Nyan Grass by 8 seconds per level of Catnip Meteor user learned, reduces cooldown of Delicious Shrimp Party by 4 seconds per level of Fresh Shrimp user learned, If refine rate is 11 or higher, reduces delay after skill by 15%. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Doram race Racing Cap (Star Gladiator) [1] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, Atk + 5 per level of Peaceful Break user learned. If refine rate is 11 or higher, when using Prominence Kick, has a 1% chance to increase Solar Burst damage by 30% for 10 seconds. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Star Emperor Racing Cap (Soul Linker) [1] Matk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 8 or higher, MaxSP + 100 per level of Happy Break user learned. If refine rate is 11 or higher, when using Esma, has 5% chance to increase Espa and Eswhoo damage by 30% for 10 seconds. Class: Headgear Defense: 10 Location: Upper Weight: 0 Required Level: 100 Jobs: Soul Reaper Racing Cap Enchants Racing (Rune Knight) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Rune Knight). When using Two-Handed Quicken, increases physical damage against all size monsters by 5% for 60 seconds. Racing (Rune Knight) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Rune Knight). When dealing physical damage, has a 1% chance to negate size penalty for 3 seconds. When using Two-Handed Quicken, increases physical damage against all size monsters by 7% for 60 seconds. Racing (Rune Knight) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Rune Knight). When dealing physical damage, has a 1% chance to negate size penalty for 5 seconds. When using Two-Handed Quicken, Atk + 40 and increases physical damage against all size monsters by 15% for 60 seconds. Racing (Royal Guard) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Royal Guard). Reduces cooldown of Shield Press by 0.5 second. Racing (Royal Guard) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Royal Guard). Reduces cooldown of Shield Press by 1 second. When using Earth Drive, increases Shield Press damage by 20% for 60 seconds. Racing (Royal Guard) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Royal Guard). Reduces cooldown of Shield Press by 1.5 second. When using Earth Drive, increases Shield Press damage by 60% for 60 seconds. Racing (Mechanic) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Mechanic). When using Adrenaline Rush, Cri + 5 for 60 seconds. Racing (Mechanic) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Mechanic). When dealing physical damage, has a 1% chance to increase physical damage against all size monsters by 10% for 5 seconds. When using Adrenaline Rush, Cri + 10 for 60 seconds. Racing (Mechanic) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Mechanic). When dealing physical damage, has a 1% chance to increase physical damage against all size monsters by 20% for 10 seconds. When using Adrenaline Rush, Cri + 20 and increases critical damage by 10% for 60 seconds. Racing (Genetic) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Genetic). When using Cart Boost, increases physical damage against all size monsters by 5% for 60 seconds. Racing (Genetic) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Genetic). Reduces cooldown of Howling of Mandragora by 1 second. When using Cart Bost, increases physical damage against all size monsters by 7% for 60 seconds. Racing (Genetic) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Genetic). Reduces cooldown of Howling of Mandragora by 5 second. When using Cart Boost, Atk + 40 and increases physical damage against all size monsters by 15% for 60 seconds. Racing (Guillotine Cross) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Guillotine Cross). When using Enchant Deadly Poison, Atk + 20 for 60 seconds. Racing (Guillotine Cross) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Guillotine Cross). Increases physical damage against all size monsters by 5%. When using Enchant Deadly Poison, Atk + 30 for 60 seconds. Racing (Guillotine Cross) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Guillotine Cross). Increases physical damage against all size monsters by 10%. When using Enchant Deadly Poison, Atk + 50, Cri + 10 for 60 seconds. Racing (Shadow Chaser) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Shadow Chaser). When using Shadow Spell, Cri + 5 for 60 seconds. Racing (Shadow Chaser) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Shadow Chaser). Increases water, wind, earth and fire property magical damage by 5%. When using Shadow Spell, Cri + 10 for 60 seconds. Racing (Shadow Chaser) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Shadow Chaser). Increases water, wind, earth and fire property magical damage by 15%. When using Shadow Spell, Cri + 20, Matk + 30 for 60 seconds. Racing (Warlock) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Warlock). Reduces cooldown of Frost Misty by 1 second. Racing (Warlock) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Warlock). Reduces cooldown of Frost Misty by 3 seconds. Increases Jack Frost damage by 30%. Racing (Warlock) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Warlock). Reduces cooldown of Frost Misty by 5 seconds. Increases Jack Frost damage by 60%. Racing (Sorcerer) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Sorcerer). When dealing physical damage, has a chance to auto-cast Frost Nova level 1. Racing (Sorcerer) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Sorcerer). When dealing physical damage, has a 10% chance to auto-cast Frost Nova level 4. When using Striking, increases bolt skills damage by 30% for 60 seconds. Racing (Sorcerer) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Sorcerer). When dealing physical damage, has a 10% chance to auto-cast Frost Nova level 7. When using Striking, increases bolt skills damage by 60% for 60 seconds. Racing (Arch Bishop) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Arch Bishop). Increases Adoramus damage by 20%. Racing (Arch Bishop) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Arch Bishop). When dealing physical damage, has a 1% chance to negate gemstone consumption for 3 seconds. Increases Adoramus damage by 30%. Racing (Arch Bishop) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Arch Bishop). When dealing physical damage, has a 5% chance to negate gemstone consumption for 5 seconds. Increases Adoramus damage by 60%. Racing (Sura) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Sura). Increases Knuckle Arrow damage by 20%. Racing (Sura) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Sura). When using Knuckle Arrow, has a low chance to auto-cast Zen. Increases Knuckle Arrow damage by 30%. Racing (Sura) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Sura). When using Knuckle Arrow, has a chance to auto-cast Zen. Increases Knuckle Arrow damage by 60%. Racing (Ranger) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Ranger). When using Fear Breeze, increases long ranged physical damage by 2% for 60 seconds. Racing (Ranger) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Ranger). Reduces cooldown of Arrow Storm by 0.5 second. When using Fear Breeze, increases long ranged physical damage by 4% for 60 seconds. Racing (Ranger) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Ranger). Reduces cooldown of Arrow Storm by 1.5 second. When using Fear Breeze, increases long ranged physical damage by 7% for 60 seconds. Racing (Wanderer and Minstrel) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Wanderer) or Racing Cap (Minstrel). ATK + 20. Racing (Wanderer and Minstrel) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Wanderer) or Racing Cap (Minstrel). ATK + 30. When using Windmill Rush or Moonlight Serenade, ignores physical defense of normal monster by 25% for 60 seconds. Racing (Wanderer and Minstrel) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Wanderer) or Racing Cap (Minstrel). ATK + 40. When using Windmill Rush or Moonlight Serenade, ignores physical defense of normal monster by 50% for 60 seconds. Racing (Gunslinger) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Gunslinger). When using Shatter Storm, increases Vanishing Buster damage by 20% for 60 seconds. Racing (Gunslinger) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Gunslinger). Reduces cooldown of Vanishing Buster by 1 second. When using Shatter Storm, increases Vanishing Buster damage by 40% for 60 seconds. Racing (Gunslinger) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Gunslinger). Reduces cooldown of Vanishing Buster by 1.5 second. When using Shatter Storm, increases Vanishing Buster damage by 60% for 60 seconds. Racing (Ninja) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Ninja). Atk + 10, Matk + 10. When using Shadow Warrior, increases critical damage by 5% for 60 seconds. When user learned Moonlight Fantasy level 5, reduces variable casting time by 3%. Racing (Ninja) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Ninja). Atk + 15, Matk + 15. When dealing physical damage, has a 1% chance to negate size penalty for 3 seconds. When using Shadow Warrior, increases critical damage by 10% for 60 seconds. When user learned Moonlight Fantasy level 5, reduces variable casting time by 7%. Racing (Ninja) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Ninja). Atk + 20, Matk + 20. When dealing physical damage, has a 3% chance to negate size penalty for 5 seconds. When using Shadow Warrior, increases critical damage by 30% for 60 seconds. When user learned Moonlight Fantasy level 5, reduces variable casting time by 15%. Racing (Super Novice) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Super Novice). MHP + 500, ATK + 10. Racing (Super Novice) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Super Novice). MHP +1000, ATK + 20. Enables to use Cart Boost level 1. When using Cart Boost, Atk + 30 for 60 seconds. Racing (Super Novice) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Super Novice). MHP + 1500, ATK + 40. Enables to use Cart Boost level 3. When using Cart Boost, Atk + 50 for 60 seconds. Racing (Summoner) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Summoner). Increases Catnip Meteor and Lunatic Carrot Beat damage by 10%. Racing (Summoner) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Summoner). Reduces fixed casting time by 0.2 second. Increases Catnip Meteor and Lunatic Carrot Beat damage by 20%. Racing (Summoner) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Summoner). Reduces fixed casting time by 0.5 second. Increases Catnip Meteor and Lunatic Carrot Beat damage by 60%. Racing (Star Gladiator) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Star Gladiator). Increases Solar Burst, Full Moon Kick and Falling Star damage by 10%. Racing (Star Gladiator) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Star Gladiator). Reduces cooldown of Document of Sun, Moon and Star by 10 seconds. Increases Solar Burst, Full Moon Kick and Falling Star damage by 20%. Racing (Star Gladiator) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Star Gladiator). Reduces cooldown of Document of Sun, Moon and Star by 30 seconds. Increases Solar Burst, Full Moon Kick and Falling Star damage by 40%. Racing (Soul Linker) Lv 1 Its effects only apply when it is enchanted on Racing Cap (Soul Linker). Increases Esma, Espa and Eswhoo damage by 10%. Racing (Soul Linker) Lv 2 Its effects only apply when it is enchanted on Racing Cap (Soul Linker). Reduces cooldown of Soul Reaper by 10 seconds. Increases Esma, Espa and Eswhoo damage by 20%. Racing (Soul Linker) Lv 3 Its effects only apply when it is enchanted on Racing Cap (Soul Linker). Reduces cooldown of Soul Reaper by 30 seconds. Increases Esma, Espa and Eswhoo damage by 40%. Ancient Hero Set 1 Ancient Hero Boots [1] MaxHP + 500, MaxSP + 50. MaxHP + 2% and MaxSP + 1% per 3 refine rate. If refine rate is 7 or higher, reduces fixed casting time by 0.3 second. If refine rate is 9 or higher, reduces fixed casting time by additional 0.2 second. If refine rate is 11 or higher, reduces delay after skill by 5%. Class: Footgear Defense: 15 Weight: 60 Required Level: 100 Jobs: Every Job Narcissus Bow [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 9 or higher, increases Severe Rainstorm damage by 10%. If refine rate is 11 or higher, reduces cooldown of Severe Rainstorm by 2 seconds. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases bow damage by 15% for 7 seconds. Class: Bow Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: 3rd Archer Class, Shadow Chaser Avenger [2] Atk + 10 per 2 refine rate. Increases Axe Tornado damage by 10% per 3 refine rate. If refine rate is 9 or higher, increases Axe Boomerang damage by 40%. If refine rate is 11 or higher, increases physical damage against all size monsters by 15%. [+ Ancient Hero Boots [1]] When dealing physical or magical damage, has a chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Two-handed Axe Attack: 270 Weight: 600 Weapon Level: 4 Required Level: 100 Jobs: Mechanic Madogum [2] MATK + 150 MATK + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 2%) per 3 refine rate. If refine rate is 9 or higher, increases all properties magical damage by 10%. If refine rate is 11 or higher, has a 1% chance to auto-cast Psychic Wave Level 3 when dealing melee physical damage. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain INT + 20 and MATK + 15% for 7 seconds. Class: Dagger Attack: 150 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Shadow Chaser Iron Nail [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 9 or higher, increases Rampage Blast damage by 10%. If refine rate is 11 or higher, reduces cooldown of Rampage Blast by 1 second. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Knuckle Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Sura Royal Bow [2] Atk + 10 per 2 refine rate. Increases Arrow Storm damage by 12% per 3 refine rate. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases long ranged physical damage by 5%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases bow damage by 20% for 7 seconds. Class: Bow Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Ranger, Shadow Chaser Shadow Staff [2] Matk + 155 Matk + 10 per 2 refine rate. Increases Earth Grave damage by 12% per 3 refine rate. If refine rate is 9 or higher, reduces variable casting time by 10%. If refine rate is 11 or higher, reduces cooldown of Psychic Wave by 1 second. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Rod Attack: 40 Weight: 50 Weapon Level: 4 Required Level: 100 Jobs: Sorcerer Aeon Staff [2] Matk + 200 Can't be destroyed. Matk + 10 per 2 refine rate. Increases Earth Strain damage by 12% per 3 refine rate. If refine rate is 9 or higher, reduces variable casting time by 10%. If refine rate is 11 or higher, reduces cooldown of Earth Strain by 1 second. [+ Ancient Hero Boots [1]] When dealing magical damage, has a 3% chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Rod Attack: 100 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Warlock Red Lotus Sword [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 9 or higher, reduces SP consumption of Cart Cannon by 10%. If refine rate is 11 or higher, increase Cart Cannon damage by 15%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Dex + 20 and increases long ranged physical damage by 20% for 7 seconds. Class: Sword Attack: 180 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Genetic Oriental Sword [2] Atk + 10 per 2 refine rate. Increases Sonic Wave damage by 10% per 3 refine rate. If refine rate is 9 or higher, when dealing melee physical damage, has a chance to auto-cast Sonic Wave level 2 (If user has higher level, that level will be cast instead). If refine rate is 11 or higher, the weapon can't be destroyed. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Two-handed Sword Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Rune Knight Shiver Katar [2] Atk + 10 per 2 refine rate. Increases critical damage by 4% per 3 refine rate. If refine rate is 7 or higher, increases physical damage against demihuman and brute race monsters by 15%. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases physical damage against demihuman and brute race monsters by additional 20%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Luk + 20 and increases critical damage by 15% for 7 seconds. Class: Katar Attack: 185 Weight: 120 Weapon Level: 4 Required Level: 100 Jobs: Guillotine Cross Exorcist's Bible [2] Matk + 160 Matk + 10 per 2 refine rate. Increases damage of Duple Light by 25% per 3 refine rate. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Duple Light by additional 25%. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Book Attack: 165 Weight: 50 Weapon Level: 4 Required Level: 100 Jobs: Arch Bishop Aquatic Spear [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 4% per 3 refine rate. If refine rate is 7 or higher, increases damage of Cannon Spear and Vanishing Point by 15%. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Cannon Spear and Vanishing Point by additional 20%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Spear Attack: 180 Weight: 120 Weapon Level: 4 Required Level: 100 Jobs: Royal Guard One Sky One Sun [2] Atk + 10 per 2 refine rate. MaxSP + 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Prominence Kick by 15%. If refine rate is 9 or higher, increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Solar Burst by 20%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a 3% chance to gain Str + 20 and Atk + 15% for 7 seconds. Class: Book Attack: 160 Weight: 90 Weapon Level: 4 Required Level: 100 Jobs: Star Emperor Spirit Pendulum [2] Matk + 160 Matk + 10 per 2 refine rate. MaxSP + 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Espa by 15%. If refine rate is 9 or higher, reduces variable casting time by 10%. If refine rate is 11 or higher, increases damage of Eswhoo by 20%. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and Matk + 15% for 7 seconds. Class: Rod Attack: 70 Weight: 110 Weapon Level: 4 Required Level: 100 Jobs: Soul Reaper Meowmeow Foxtail [2] Matk + 300 Atk/Matk + 10 per 2 refine rate. Atk/Matk + 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Lunatic Carrot Beat and Silvervine Stem Spear by 15%. If refine rate is 9 or higher, reduces variable casting time by 10% and increases attack speed (reduces delay after attack by 10%). If refine rate is 11 or higher, increases damage of Picky Peck and Catnip Meteor by 15%. [+ Ancient Hero Boots [1]] When dealing physical or magical damage, has a chance to gain Luk + 20 and Atk/Matk + 15% for 7 seconds. Class: Rod Attack: 300 Weight: 110 Weapon Level: 4 Required Level: 100 Jobs: Doram race Crimson Rose [2] Atk + 10 per 2 refine rate. Increases attack speed (reduces delay after attack by 3%) per 3 refine rate. If refine rate is 7 or higher, ASPD + 1, Atk + 5%. If refine rate is 9 or higher, increases critical damage by 20%. If refine rate is 11 or higher, Cri + 20 and increases long ranged physical damage by 15% for 60 seconds when using Heat Barrel. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Pistol Attack: 150 Weight: 70 Weapon Level: 4 Required Level: 100 Jobs: Gunslinger, Rebellion Master Soul Rifle [2] Matk + 210 Matk + 10 per 3 refine rate. Increases attack speed (reduces delay after attack by 3%) per 3 refine rate. If refine rate is 7 or higher, ASPD + 1, Matk + 5%. If refine rate is 9 or higher, has a chance to auto cast Soul Strike level 10 when dealing long ranged physical damage. If refine rate is 11 or higher, increases a chance to auto cast Soul Strike, has a chance to auto cast Soul Expansion level 3 when dealing long ranged physical damage. [+ Ancient Hero Boots [1]] When dealing magical damage, has a chance to gain Int + 20 and increases ghost property magical damage by 10% for 7 seconds. Class: Rifle Attack: 150 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Rebellion Demon Slayer Shot [2] Splash attack. Increases long ranged physical damage by 3% per 2 refine rate. MaxSP + 2% per 3 refine rate. If refine rate is 7 or higher, increases physical damage againt boss monsters by 10%. If refine rate is 9 or higher, Atk + 50 and increases long ranged physical damage by 10% for 90 seconds when using Platinum Altar. If refine rate is 11 or higher, increases physical damage against undead and demon race monsters by 15%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Shotgun Attack: 275 Weight: 140 Weapon Level: 4 Required Level: 100 Jobs: Rebellion Golden Lord Launcher [2] Increases long ranged physical damage by 3% per 2 refine rate. Atk + 15 per 3 refine rate. If refine rate is 7 or higher, increases damage of Dragon Tail by 15%. If refine rate is 9 or higher, reduces cooldown of Dragon Tail by 1 second. If refine rate is 11 or higher, increases damage of Dragon Tail by additonal 15%. [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Grenade Launcher Attack: 320 Weight: 210 Weapon Level: 4 Required Level: 100 Jobs: Rebellion The Black [2] Atk + 10 per 2 refine rate. Increases long ranged physical damage by 2% per 3 refine rate. If refine rate is 7 or higher, increases damage of Round Trip by 15%, increases SP consumption of Round Trip by 10%. If refine rate is 9 or higher, Atk + 50 and increases long ranged physical damage by 10% for 90 seconds when using Platinum Altar. If refine rate is 11 or higher, increases damage of Round Trip by additional 15% [+ Ancient Hero Boots [1]] When dealing physical damage, has a chance to gain Dex + 20 and increases long ranged physical damage by 10% for 7 seconds. Class: Gatling Gun Attack: 205 Weight: 270 Weapon Level: 4 Required Level: 100 Jobs: Rebellion Huuma Shuriken Clearness [2] For each 2 Refine Levels, ATK +10 For each 3 Refine Levels, increases long Ranged Physical Damage by 2%. If refine rate is 7 or higher, increases damage of Swirling Petal by 30%. If refine rate is 9 or higher, decreases cooldown of Swirling Petal by 1 second. If refine rate is 11 or higher, increases Physical Damage against enemies of Fire and Shadow elemental by 15% Increases Physical Damage against enemies of Undead and Demon race by 30% [+ Ancient Hero Boots [1]] Random chance to increase STR by 20 and long Ranged Physical Damage by 10% for 7 sec when dealing physical damage. Class: Huuma Attack: 230 Weight: 130 Weapon Level: 4 Required Level: 100 Jobs: Ninja Kiri no Tsuyu [2] [+ Surudoi Kaze [2]] Atk + 10 per 3 of the sum of refine rate. Atk + 2% per 5 of the sum of refine rate. If the sum of refine rate is 14 or higher, increases damage of Cross Slash by 25%. If the sum of refine rate is 16 or higher, reduces cooldown of Cross Slash by 2 seconds. If the sum of refine rate is 18 or higher, enables to use Distorted Cresent which has the same skill level as Shadow Trampling user learned, enables to use Shadow Trampling which has the same skill level as Distorted Cresent user learned. If the sum of refine rate is 20 or higher, increases damage of Cross Slash by additional 25%. Class: Dagger Attack: 150 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Ninja Surudoi Kaze [2] [+ Ancient Hero Boots [1]] and [+ Kiri no Tsuyu [2]] When dealing physical damage, has a chance to gain Str + 20 and Atk + 10% for 7 seconds. Class: Dagger Attack: 150 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Ninja Ancient Hero Set 2 Slate Sword [2] A sword made of an ancient slab. It resonates with Ancient Hero's Boots. or each 2 Refine Levels: ATK + 10 or each 3 Refine Levels: Increases damage of Cart Tornado by 10%. Refine Level +9: Increases damage of Cart Tornado by additional 20%. Refine Level +11: Decreases After Cast Delay of all skills by 10%. When equipped with Ancient Hero's Boots: Random chance to increase STR by 20 and ATK by 15% for 7 seconds when dealing physical or magical damage. Class: Sword Attack: 190 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Genetic Trumpet Shell [2] A beating trumpet. It resonates with Ancient Hero's Boots. MATK +190 or each 2 Refine Levels: MATK +10 or each 3 Refine Levels: Increases Magical Damage with Neutral element by 4%. Refine Level +9: Increases damage of Reverberation and Metallic Sound by 10%. Refine Level +11: Decreases fixed casting time of Reverberation by 0.5 seconds. When equipped with Ancient Hero's Boots: Random chance to increase INT by 20 and MATK by 15% for 7 seconds when dealing physical or magical damage. Class: Instrument Attack: 160 Weight: 70 Weapon Level: 4 Required Level: 100 Jobs: Male Only, Minstrel Barbed Wire Whip [2] A spiny whip made out of wire. It resonates with Ancient Hero's Boots. MATK +190 or each 2 Refine Levels: MATK +10 or each 3 Refine Levels: Increases Magical Damage with Neutral element by 4%. Refine Level +9: Increases damage of Reverberation and Metallic Sound by 10%. Refine Level +11: Decreases fixed casting time of Reverberation by 0.5 seconds. When equipped with Ancient Hero's Boots: Random chance to increase INT by 20 and MATK by 15% for 7 seconds when dealing physical or magical damage. Class: Whip Attack: 160 Weight: 70 Weapon Level: 4 Required Level: 100 Jobs: Female Only, Wanderer Meteor Striker [2] A hammer made of rare ores found in a meteorite. It resonates with Ancient Hero's Boots. or each 2 Refine Levels: ATK +10 or each 3 Refine Levels: Increases damage of Vulcan Arm by 4%. Refine Level +9: Increases damage of Vulcan Arm and Arms Cannon by additional 10%. Refine Level +11: Decreases variable casting time by 10%. When equipped with Ancient Hero's Boots: Random chance to increase STR by 20 and ATK by 15% for 7 seconds when dealing physical or magical damage. Class: Mace Attack: 300 Weight: 300 Weapon Level: 4 Required Level: 100 Jobs: Mechanic Dragonic Slayer [2] A great sword that is said to have been used by a dragon slayer in the past. It resonates with Ancient Hero's Boots. or each 2 Refine Levels: MaxHP +3% MaxSP +3% or each 3 Refine Levels: Increase Dragon Breath and Dragon Breath - Water by 5%. Refine Level +9: Decreases After Cast Delay of all skills by 10%. Refine Level +11: Increase long Ranged Physical Damage by 10%. When equipped with Ancient Hero's Boots: Random chance to gain VIT + 20 and increase long Ranged Physical Damage by 10% for 7 seconds when dealing physical damage. Class: Two-handed Sword Attack: 180 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Rune Knight Fatalist [2] Swords of old travelers who specialize in stabbing rather than cutting. It resonates with Ancient Hero's Boots. or each 2 Refine Levels: ATK +10 or each 3 Refine Levels: Decreases After Attack Delay by 2%. Refine Level +9: Increases damage of Fatal Menace by 20%. Refine Level +11: Decreases After Cast Delay of all skills by 7%. When equipped with Ancient Hero's Boots: Random chance to increase STR by 20 and ATK by 15% for 7 seconds when dealing physical damage. Class: Dagger Attack: 165 Weight: 90 Weapon Level: 4 Required Level: 100 Jobs: Shadow Chaser Ray Knuckle [2] A knuckle with a shining ore blade found in a meteorite. It resonates with Ancient Hero's Boots. or each 2 Refine Levels: ATK +10 or each 3 Refine Levels: Increases damage of Tiger Cannon by 4%. Refine Level +9: Increases damage of Tiger Cannon by additional 15%. Refine Level +11: Decreases cooldown of Tiger Cannon by 1 second. When equipped with Ancient Hero's Boots: Random chance to increase STR by 20 and ATK by 15% for 7 seconds when dealing physical damage. Class: Knuckle Attack: 185 Weight: 70 Weapon Level: 4 Required Level: 100 Jobs: Sura Saint Mace [2] A scepter said to have been used by a saint. It resonates with Ancient Hero's Boots. Indestructible in battle MATK +165 MATK +3% or each 2 Refine Levels: Increase Holy elemental magic damage by 1%. or each 3 Refine Levels: Increases damage of Adoramus by 5%. Refine Level +9: Increases Holy elemental magic damage by additional 10%. Refine Level +11: Decreases fixed casting time of by 0.5 seconds. When equipped with Ancient Hero's Boots: Random chance to increase INT by 20 and MATK by 15% for 7 seconds when dealing magical damage. Class: Mace Attack: 170 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Arch Bishop Blade Katar [2] Katar with sharp blades. It resonates with Ancient Hero's Boots. or each 2 Refine Levels: ATK +10 or each 3 Refine Levels: Decreases After Attack Delay by 4%. Refine Level +9: Increases damage of Rolling Cutter by 20%. Refine Level +11: Decreases After Attack Delay by 7%. When equipped with Ancient Hero's Boots: Random chance to increase STR by 20 and ATK by 15% for 7 seconds when dealing physical damage. Class: Katar Attack: 185 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Guillotine Cross Scarlet Dragon Leather Bow [2] A bow made of red dragon's leather on a highly elastic material. It resonates with Ancient Hero's Boots. or each 2 Refine Levels: ATK +10 or each 3 Refine Levels: Decreases After Cast Delay of all skills by 4%. Refine Level +9: Increases damage of Aimed Bolt by 35%. Refine Level +11: Decreases cooldown of Aimed Bolt by 1 second. When equipped with Ancient Hero's Boots: Random chance to increase DEX by 20 and bow damage by 20% for 7 seconds when dealing physical damage. Class: Bow Attack: 170 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Ranger Chilling Cane [2] A cane with a blue glow that an ancient hero used. It resonates with Ancient Hero's Boots. Indestructible in battle MATK +150 or each 2 Refine Levels: MATK +10 or each 3 Refine Levels: Increases damage of Diamond Dust by 8%. Refine Level +9: Increases Magical Damage against Undead elemental by 10%. Refine Level +11: Increases Water elemental magic damage by 7%. When equipped with Ancient Hero's Boots: Random chance to increase INT by 20 and MATK by 15% for 7 seconds when dealing magical damage. Class: Rod Attack: 40 Weight: 50 Weapon Level: 4 Required Level: 100 Jobs: Sorcerer Blue Crystal Staff [2] A staff with the power of cold ice used by some arch wizards in the past. It resonates with Ancient Hero's Boots. Indestructible in battle MATK +200 or each 2 Refine Levels: MATK +10 or each 3 Refine Levels: Increases damage of Jack Frost by 12%. Refine Level +9: Increases Water elemental magic damage by 7%. Refine Level +11: Decreases cooldown of Jack Frost by 1 second. Increases Magical Damage against monsters of Fire elemental by 7%. When equipped with Ancient Hero's Boots: Random chance to increase INT by 20 and MATK by 15% for 7 seconds when dealing magical damage. Class: Two-handed Staff Attack: 100 Weight: 80 Weapon Level: 4 Required Level: 100 Jobs: Warlock Light Blade [2] A sword of light that is said to have been used by a warrior of the past. It resonates with Ancient Hero's Boots. MATK + 170 or each 2 Refine Levels: MATK + 10 or each 3 Refine Levels: Increases damage of Pressure and Genesis Ray by 5%. Refine Level +9: Decreases variable casting time by 10%. Refine Level +11: Increases Holy elemental magic damage by 15%. When equipped with Ancient Hero's Boots: Random chance to increase INT by 20 and MATK by 15% for 7 seconds when dealing magical damage. Class: Sword Attack: 130 Weight: 100 Weapon Level: 4 Required Level: 100 Jobs: Royal Guard Skills Shadow Gear Greed Shadow Armor A suit of armor worn on top of normal armor for additional defense. Enables the use of Level 1 Greed. Increases SP cost of Greed by 100. For each refine level: Reduces SP cost of Greed by 10. Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Greed Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Enables the use of Level 1 Greed. Increases SP cost of Greed by 100. For each refine level: Reduces SP cost of Greed by 10. Class: Shadow Shoes Weight: 0 Required Level: 1 Jobs: All Jobs Greed Shadow Shield A small shield worn on the arm for additional defense. Enables the use of Level 1 Greed. Increases SP cost of Greed by 100. For each refine level: Reduces SP cost of Greed by 10. Class: Shadow Shield Weight: 0 Required Level: 1 Jobs: All Jobs Greed Shadow Weapon A pair of gloves that can draw the wearer's potential ability. Enables the use of Level 1 Greed. Increases SP cost of Greed by 100. For each refine level: Reduces SP cost of Greed by 10. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Greed Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Greed. Increases SP cost of Greed by 100. For each refine level: Reduces SP cost of Greed by 10. Class: Shadow Earring Weight: 0 Jobs: All Greed Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Greed. Increases SP cost of Greed by 100. For each refine level: Reduces SP cost of Greed by 10. Class: Shadow Pendant Weight: 0 Jobs: All Teleport Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Teleport. Increases SP cost of Teleport by 50. For each refine level: Reduces SP cost of Teleport by 5. Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Teleport Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Teleport. Increases SP cost of Teleport by 50. For each refine level: Reduces SP cost of Teleport by 5. Class: Shadow Shoes Weight: 0 Required Level: 1 Jobs: All Jobs Teleport Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Teleport. Increases SP cost of Teleport by 50. For each refine level: Reduces SP cost of Teleport by 5. Class: Shadow Shield Weight: 0 Required Level: 1 Jobs: All Jobs Teleport Shadow Weapon A pair of gloves that can draw the wearer's potential ability. Enables the use of Level 1 Teleport. Increases SP cost of Teleport by 50. For each refine level: Reduces SP cost of Teleport by 5. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Teleport Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Teleport. Increases SP cost of Teleport by 50. For each refine level: Reduces SP cost of Teleport by 5. Class: Shadow Earring Weight: 0 Jobs: All Teleport Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Teleport. Increases SP cost of Teleport by 50. For each refine level: Reduces SP cost of Teleport by 5. Class: Shadow Pendant Weight: 0 Jobs: All Heal Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Heal. Increases SP cost of Heal by 50. For each refine level: Reduces SP cost of Heal by 5. Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Heal Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Heal. Increases SP cost of Heal by 50. For each refine level: Reduces SP cost of Heal by 5. Class: Shadow Shoes Weight: 0 Required Level: 1 Jobs: All Jobs Heal Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Heal. Increases SP cost of Heal by 50. For each refine level: Reduces SP cost of Heal by 5. Class: Shadow Shield Weight: 0 Required Level: 1 Jobs: All Jobs Heal Shadow Weapon A pair of gloves that can draw the wearer's potential ability. Enables the use of Level 1 Heal. Increases SP cost of Heal by 50. For each refine level: Reduces SP cost of Heal by 5. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Heal Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Heal. Increases SP cost of Heal by 50. For each refine level: Reduces SP cost of Heal by 5. Class: Shadow Earring Weight: 0 Jobs: All Heal Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Heal. Increases SP cost of Heal by 50. For each refine level: Reduces SP cost of Heal by 5. Class: Shadow Pendant Weight: 0 Jobs: All Steal Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Steal. Increases SP cost of Steal by 50. For each refine level: Reduces SP cost of Steal by 5. Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Steal Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Steal. Increases SP cost of Steal by 50. For each refine level: Reduces SP cost of Steal by 5. Class: Shadow Shoes Weight: 0 Required Level: 1 Jobs: All Jobs Steal Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Steal. Increases SP cost of Steal by 50. For each refine level: Reduces SP cost of Steal by 5. Class: Shadow Shield Weight: 0 Required Level: 1 Jobs: All Jobs Steal Shadow Weapon A pair of gloves that can draw the wearer's potential ability. Enables the use of Level 1 Steal. Increases SP cost of Steal by 50. For each refine level: Reduces SP cost of Steal by 5. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Steal Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Steal. Increases SP cost of Steal by 50. For each refine level: Reduces SP cost of Steal by 5. Class: Shadow Earring Weight: 0 Jobs: All Steal Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Steal. Increases SP cost of Steal by 50. For each refine level: Reduces SP cost of Steal by 5. Class: Shadow Pendant Weight: 0 Jobs: All Hiding Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Hiding. Increases SP cost of Hiding by 50. For each refine level: Reduces SP cost of Hiding by 5. Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Hiding Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Hiding. Increases SP cost of Hiding by 50. For each refine level: Reduces SP cost of Hiding by 5. Class: Shadow Shoes Weight: 0 Required Level: 1 Jobs: All Jobs Hiding Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Hiding. Increases SP cost of Hiding by 50. For each refine level: Reduces SP cost of Hiding by 5. Class: Shadow Shield Weight: 0 Required Level: 1 Jobs: All Jobs Hiding Shadow Weapon A pair of gloves that can draw the wearer's potential ability. Enables the use of Level 1 Hiding. Increases SP cost of Hiding by 50. For each refine level: Reduces SP cost of Hiding by 5. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Hiding Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Hiding. Increases SP cost of Hiding by 50. For each refine level: Reduces SP cost of Hiding by 5. Class: Shadow Earring Weight: 0 Jobs: All Hiding Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Hiding. Increases SP cost of Hiding by 50. For each refine level: Reduces SP cost of Hiding by 5. Class: Shadow Pendant Weight: 0 Jobs: All Cloaking Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Cloaking. Increases SP cost of Cloaking by 50. For each refine level: Reduces SP cost of Cloaking by 5. Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Cloaking Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Cloaking. Increases SP cost of Cloaking by 50. For each refine level: Reduces SP cost of Cloaking by 5. Class: Shadow Shoes Weight: 0 Required Level: 1 Jobs: All Jobs Cloaking Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Enables the use of Level 1 Cloaking. Increases SP cost of Cloaking by 50. For each refine level: Reduces SP cost of Cloaking by 5. Class: Shadow Shield Weight: 0 Required Level: 1 Jobs: All Jobs Cloaking Shadow Weapon A pair of gloves that can draw the wearer's potential ability. Enables the use of Level 1 Cloaking. Increases SP cost of Cloaking by 50. For each refine level: Reduces SP cost of Cloaking by 5. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Cloaking Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Cloaking. Increases SP cost of Cloaking by 50. For each refine level: Reduces SP cost of Cloaking by 5. Class: Shadow Earring Weight: 0 Jobs: All Cloaking Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Enables the use of Level 1 Cloaking. Increases SP cost of Cloaking by 50. For each refine level: Reduces SP cost of Cloaking by 5. Class: Shadow Pendant Weight: 0 Jobs: All Autocast Shadow Gear Cold Bolt Shadow Cloak A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Refine level at least +2: 1% chance to autocast Level (Refine level/2) Cold Bolt when dealing melee physical attack. For each refine level: Increases trigger rate by 0.2% Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Fire Bolt Shadow Cloak A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Refine level at least +2: 1% chance to autocast Level (Refine level/2) ire Bolt when dealing melee physical attack. For each refine level: Increases trigger rate by 0.2% Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Lightning Bolt Shadow Cloak A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Refine level at least +2: 1% chance to autocast Level (Refine level/2) Lightning Bolt when dealing melee physical attack. For each refine level: Increases trigger rate by 0.2% Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Earth Spike Shadow Cloak A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Refine level at least +2: 1% chance to autocast Level (Refine level/2) Earth Spike when dealing melee physical attack. For each refine level: Increases trigger rate by 0.2% Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Magic Compose Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Refine Level at least +2: Random chance to autocast Level (RefineLv/2) Lightning Bolt, Cold Bolt, Fire Bolt or Earth Spike when dealing melee physical attacks. Every refine level increase increase the chance by 0.1%. Class: Shadow Armor Weight: 0 Required Level: 1 Jobs: All Jobs Features Altered the price of Golden Angel Idols (Zeny). Developer's Note: Each Gold Angel Idol will buy will now cost more than the previous one, up to the old price of 35,000,000 zeny for the 10th one on the same week. The reset of 10 per week limit will also reset the prices. New price chart: 1st: 1,500,000z 2nd: 2,250,000z 3rd: 3,000,000z 4th: 4,000,000z 5th: 5,500,000z 6th: 8,000,000z 7th: 11,000,000z 8th: 16,500,000z 9th: 24,500,000z 10th: 35,000,000z Decreased the Gold Coin cost of headgears obtainable through Endeavor Tokens sold by Belethor at the second floor of the Main Office. Developer's Note: The Gold Coin shop prices were overdue for a revision. Our intention here is not to make Gold Coins the default method of obtainment, but to at least bring their prices to a more competitive place compared to their Endeavor Token alternative. Prices altered: From 500 GC to 375 GC: Power of Thor. From 600 GC to 375 GC: Wing Headphone, Little Feather Hat, Chibi Pope and Strawberry Hat. From 750 GC to 375 GC: Heart Wing Headband. From 850 GC to 500 GC: Spell Circuit, General Helm, Fancy Feather Hat, Ruff Officer and Amistr Beret. From 1750 GC to 750 GC: Chung Cap, Antiquity Cap, Stripe Cap, Clark Sidecap, Ceremonial Crown, Celestial Coronet and Red Coronet. Added Dark Knight Mask [GC] to the Gold Coin shop for 875 Gold Coins. Added all currencies from Thanatos Tower [Hard] and Ancient Juperos: The Great Expedition to the Currency Wallet. Community Suggestion Added a new option to Mini Robe (tha_t01,139,83) for exchanging ALL Thanatos Tower Fragments present in your inventory into Pieces of Sin or Goodwill. Fixed Striking's Perfect Hit not showing on @battlestats. Fixed a bug where Phantom Kimi becomes immune during one of her mechanics. Items Fixed a bug with Automatic Module Power of Sea not reducing cooldown of Tuna Party. Fixed a bug with most Thanatos Tower cards applying their level 200 effect at the wrong level. Siege and PvP Every new piece of equipment and Shadow Gear is disabled in all Siege game modes until further notice.
  5. Aimer

    Live Patch Notes #170.5

    Hello everyone! We've updated the Stylist to include all the extended classes, Hyper Novice and Spirit Handler 4th Job sprites as Alternate Outfit options. Much like the regular 4th Job sprites, whenever these classes make their way into NovaRO and the 4th Job outfit becomes the default, the previously unlocked 4th Job outfits purchased will allow you to change your outfit to the 3rd Job outfit instead. We strongly recommend everyone patch in order to avoid crashes. We're also taking this opportunity to announce Thanatos Tower [Hard] is now available in Nova Labs as its focus test, and we've updated the characters with live server versions, we've also disabled the ability to change to 4th job during the duration of the testing period for Thanatos Tower [Hard]. You can enter the instance by talking to Lumin, at thana_step,154, 367. One thing to keep in mind for this test is that the final boss, Thanatos, is over-tuned to a high difficulty scale. Please try the new instance and provide us feedback on balancing at the #labs-feedback channel on our official Discord. Lastly, but not least, we thank you for the feedback in regard to some rewards on Nightmare Toy Factory. To go along with the previous alterations to the final boss of the instance, we've also adjusted reward generation and prices: Increased the amount of Blood Cloth Pieces obtained from bosses by approximately 2.4x. Kimi's Sorrow now drops 2 boxes of 5 Blood Cloth Pieces each. (up from one box) Kimi's Hatred now drops 6 boxes of 5 Blood Cloth Pieces each. (up from four boxes) Phantom Kimi now drops 8 boxes of 10 Blood Cloth Pieces each. (up from five boxes of five each) Decreased the price of Celine's Dress from 1,000 to 750 Bloody Cloth Pieces. Decreased the price of Celine's Brooch from 2,000 to 1,500 Bloody Cloth Pieces. Decreased the price of Class Shadow Gears from 250 to 200 Shard of Nightmare. Decreased the price of Pierce Shadow Gears from 1,250 to 800 Shard of Nightmare. Decreased the price of Celine Shadow Orb from 90 to 75 Bloody Cloth Pieces. (Shard of Nightmare requirement remains unchanged) All described changes on this post are active effectively immediately.
  6. Nightmare Toy Factory Phantom Kimi's grasp on Kimi's mind was once broken, however she was left vulnerable due to her own insecurities creeping up. Taking advantage of that situation, Phantom Kimi decided to strike once again, in a desperate attempt to gain full control over her mind. To start, speak to the Dream Mage, at xmas,149,306. The instance requires you to be in a party (maximum of 8 players), and be at least level 180. The instance has no cooldown, and you can freely reenter at any time. Developer's Note: Generally, we've identified that players are compelled to create multiple characters in order to run the same instance multiple times, making the cooldown of said instance quite irrelevant if you're willing to create multiple copies of the same class character and continuously run the instance over and over. Having no cooldown on this instance allows players who do not have the optimal character and equipment setup to run the instance multiple times on their main characters, without preventing anyone from using multiple characters for each run if desired. As the content is also tuned to be harder than general, this gives players more options to learn the fight and find new strategies. Developer's Note #2: When looking at the current list of available Shadow Gear from this instance, you might notice they're not full combos. As there are a lot of Shadow Gear pieces missing, including lots of Shadow Gear on a single instance would overload it and make it more relevant in the long run than other planned future content releases, leading to possible content droughts. Contrary to before however, you can expect a steady release of new instances or other pieces of content that include Shadow Gear as part of their rewards in the near future and onwards, with the next release being set for later this month. We'll be sharing more details on an upcoming teaser development blog. As we understand, separating Shadow Gears on smaller batches and releasing those more often will lead to a better experience than doing a big content drop, which takes lots of development time, and not releasing new content for a while. Nightmare Toy Factory introduces 3 new pieces of equipment and 29 distinct pieces of Shadow Gear. By defeating regular enemies inside the instance, you have a 10% chance to obtain - Bloody Cloth Piece. Defeating bosses awards Bloodied Fabric Bundles, each containing 5 - Bloody Cloth Piece. Bosses also will reward the whole party with - Shard of Nightmare. Phantom Kimi also has a 1% chance to drop - CD in Mouth Type K. You can obtain - Celine's Brooch and - Celine's Dress and Shadow Gears from Shadow Traveler Auran's shop (xmas,151,316). - CD in Mouth Type K It feels like a lot of data in the compact disc is passing through my mouth and into my brain. Increases Magical Damage with every element by 5%. Chance to autocast Level 10 Soul Strike when dealing Melee Physical Damage. [+ Old Parasol] MATK + 50 Chance to autocast Level 3 Gravitational Field when dealing Melee Physical Damage. Class: Headgear Location: Lower Weight: 20 Required Level: 10 Jobs: Every Job - Celine's Brooch Price: 2000 - Bloody Cloth Piece An exquisite brooch made by top class craftsman. It belonged to Celine for a long time. MATK +5% Decreases Variable Casting Time by 10%. [+ Evil Gloves] ATK +50 MATK +50 ASPD +1 [+ Celine Ribbon] Decreases Fixed Casting Time by 0.3 seconds. For each refine of Celine Ribbon: MATK +10 If the refine rate of Celine Ribbon is +7 or higher: Increases Magical Damage against of Demi-Human and Demon race monsters by 10%. If the refine rate of Celine Ribbon is +9 or higher: Increases Water, Wind, Earth, Fire and Neutral magical damage by 10%. If the refine rate of Celine Ribbon is +11 or higher: Increases Magical Damage against Boss monsters by 20%. Class: Accessory Weight: 0 Required Level: 100 Jobs: Every Job - Celine's Dress Price: 1000 - Bloody Cloth Piece The dress worn by Celine. There are marks that look like old bloodstains. MATK +50 If the refine rate is +7 or higher: Decreases Variable Casting Time by 10%. If the refine rate is +9 or higher: Increases all elemental Magical Damage by 10%. If the refine rate is +11 or higher: Decreases After Cast Delay by 10%. If the refine rate is +12 or higher: Decreases After Cast Delay by additional 5%. [+ Evil Gloves] MATK +10% Perfect HIT chance +10% Increases Magical Damage against all size enemies by 15%. Physical attacks have a chance to increase magical damage against enemies of every race, except Players, by 15% for 10 seconds. [+ Celine Ribbon] For each refine of Celine Ribbon and Celine's Dress: Increases Holy, Shadow, Poison and Ghost magic damage by 1%. If the combined refine of Celine Ribbon and Celine's Dress is +19 or higher: MATK +15% If the combined refine of Celine Ribbon and Celine's Dress is +23 or higher: Increases Magical Damage against enemies of all elements by 20%. [+ Celine's Brooch] For each refine of Celine's Dress: MATK +10 If the refine rate of Celine's Dress is +9 or higher: Decreases Variable Casting Time by 5%. If the refine rate of Celine's Dress is +11 or higher: Increases Water, Wind, Earth, Fire and Neutral magical damage by 10%. If the refine rate of Celine's Dress is +13 or higher: Cannot be destroyed in battle. Class: Armor Defense: 40 Weight: 50 Required Level: 130 Jobs: Every Job Class Shadow Gears Price: 250 - Shard of Nightmare Fire Breath Shadow Pendant A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Dragon Breath by 5%. For each 2 Refine Levels: Increases damage of Dragon Breath by additional 2%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Rune Knight Genesis Shadow Earring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Decreases the cooldown of Genesis Ray by 0.2 seconds. For each 3 Refine Levels: Decreases the cooldown of Genesis Ray by additional 0.1 second. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Royal Guard Strain Shadow Brooch A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. _______________________ Decreases the cooldown of Earth Strain by 0.2 seconds. _______________________ For each 3 Refine Levels: Decreases the cooldown of Earth Strain by additional 0.1 second. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Warlock Grave Shadow Brooch A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Decreases the cooldown of Earth Grave by 0.2 seconds. For each 3 Refine Levels: Decreases the cooldown of Earth Grave by additional 0.1 second. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Sorcerer Cluster Shadow Boots A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Increases damage of Cluster Bomb by 5%. For each 2 Refine Levels: Increases damage of Cluster Bomb by additional 3%. Class: Shadow shoes Weight: 0 Required Level: 99 Jobs: Ranger Arrow Vulcan Shadow Ring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Decreases the cooldown of Arrow Vulcan by 0.2 second. For each 3 Refine Levels: Decreases the cooldown of Arrow Vulcan by additional 0.1 second. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Minstrel & Wanderer Boomerang Shadow Ring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Decreases the cooldown of Axe Boomerang by 0.1 second. For each 4 Refine Levels: Decreases the cooldown of Axe Boomerang by additional 0.1 second. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Mechanic Crazy Shadow Ring A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Decreases the cooldown of Crazy Weed by 0.2 seconds. For each 3 Refine Levels: Decreases the cooldown of Crazy Weed by additional 0.1 second. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Genetic Ripper Slasher Shadow Cufflinks A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases Physical Damage against enemies of every size by 5%. For each 2 Refine Levels: Increases Physical Damage against enemies of every size by additional 1%. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Guillotine Cross Shadowspell Shadow Cufflink A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases Neutral and Fire elemental magic damage by 2%. For each 3 Refine Levels: Increases Neutral and Fire elemental magic damage by additional 2%. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Shadow Chaser Duple Shadow cloth A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Increases damage of Duple Light by 5%. For each 2 Refine Levels: Increases damage of Duple Light by additional 2%. Class: Shadow Armor Weight: 0 Required Level: 99 Jobs: Arch Bishop Sky Blow Shadow Brooch A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. ATK + 2% For each 3 Refine Levels: ATK + 1% Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Sura Stardust Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. ASPD +1 For each 2 Refine Levels: Increases damage of Falling Star by 3%. Class: Shadow Shield Weight: 0 Required Level: 99 Jobs: Star Emperor Evil Curse Shadow Shoes A pair of shoes worn on top of normal shoes for additional defense. Needs a complete set to have bonus effect. Decreases Curse of Wicked Soul skill cooldown by 1 second. For each 2 Refine Levels: Decreases Curse of Wicked Soul skill cooldown by additional 0.1 seconds. Class: Shadow Shoes Weight: 0 Required Level: 99 Jobs: Soul Reaper Kunai Shadow Armor A suit of armor worn on top of normal armor for additional defense. Needs a complete set to have bonus effect. Increases damage of Kunai Explosion by 5%. For each 2 Refine Levels: Increases damage of Kunai Explosion by additional 2%. Class: Shadow Armor Weight: 0 Required Level: 99 Jobs: Ninja First Exploding Shadow Shield A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Increases damage of Exploding Dragon, Snow Flake Draft and First Wind by 5%. For each 2 Refine Levels: Increases damage of Exploding Dragon, Snow Flake Draft and First Wind by additional 2%. Class: Shadow Shield Weight: 0 Required Level: 99 Jobs: Ninja God Hammer Shadow Buckler A small shield worn on the arm for additional defense. Needs a complete set to have bonus effect. Increases damage of Hammer of God by 5%. For each 2 Refine Levels: Increases damage of Hammer of God by additional 2%. Class: Shadow Shield Weight: 0 Required Level: 99 Jobs: Gunslinger Savage Rabbit Shadow Bracer A sacred necklace which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Lunatic Carrot Beat by 5%. For each 2 Refine Levels: Increases damage of Spirit of Savage by 3%. Class: Shadow Pendant Weight: 0 Required Level: 99 Jobs: Doram Super Power Shadow Brooch A sacred earring which is believed to protect its wearer. It also draws the wearer's potential abilities. Increases damage of Back Stab and Raid by 10%. For each 2 Refine Levels: Increases damage of Back Stab and Raid by additional 4%. Class: Shadow Earring Weight: 0 Required Level: 99 Jobs: Novice Pierce Shadow Gears Price: 1250 - Shard of Nightmare Holy Water Shadow Glove A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Undead monsters by 5%. For each 2 refine levels: Pierces physical defense of Undead monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Undead monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Holy Water Shadow Glove A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Undead monsters by 5%. For each 2 refine levels: Pierces magical defense of Undead monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Undead monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Scissor Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Plant monsters by 5%. For each 2 refine levels: Pierces physical defense of Plant monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Plant monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Scissor Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Plant monsters by 5%. For each 2 refine levels: Pierces magical defense of Plant monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Plant monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Dragon Killer Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Dragon monsters by 5%. For each 2 refine levels: Pierces physical defense of Dragon monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Dragon monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Dragon Killer Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Dragon monsters by 5%. For each 2 refine levels: Pierces magical defense of Dragon monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Dragon monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Vibration Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Formless monsters by 5%. For each 2 refine levels: Pierces physical defense of Formless monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Formless monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Vibration Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Formless monsters by 5%. For each 2 refine levels: Pierces magical defense of Formless monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Formless monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Corrupted Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces physical defense of Angel monsters by 5%. For each 2 refine levels: Pierces physical defense of Angel monsters by 1%. When combined with Penetration Shadow Necklace and Penetration Shadow Ring: ATK +5 If total refine level of entire set at least +25: Pierces physical defense of Angel monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Magic Corrupted Shadow Gauntlet A pair of gloves that can draw the wearer's potential ability. Pierces magical defense of Angel monsters by 5%. For each 2 refine levels: Pierces magical defense of Angel monsters by 1%. When combined with Tempest Shadow Brooch and Tempest Shadow Focus: MATK +5 If total refine level of entire set at least +25: Pierces magical defense of Angel monsters. Class: Shadow Weapon Weight: 0 Jobs: All Jobs Features Shadow Gear Refinement changes: Developer's Note: We've done some changes to how Shadow Gear refinement is handled to accomodate to the move from the MH system. While we acknowledge that this system is somewhat complex and currency-heavy, Armor Spheres being attached to their related content is a core concept of our Shadow Gear design. All Armor Spheres [Monster] have been renamed to <Monster> Shadow Orb. Their functionality will stay the same, that is, in case of Failure, there is a 70% chance to Curse the Shadow Gear and 30% chance of it losing 1 refine. Players can now use Blacksmith's Blessings in Shadow Gear refinement. Their functionality are similar to Armor Spheres+, that is, in case of Failure, there is a 70% chance of nothing happening and a 30% chance to Curse the Shadow Gear. All Armor Spheres+ are no longer used and every refine attempt will require a Shadow Orb, even if you're using a Blacksmith's Blessing. You can turn back your current Armor Spheres+ to Monster Points by talking to Lisbeth at the Airship. All Shadow Gear can now be refined by using the regular Refinement window UI. Keep in mind there is NO break chance for Shadow Gears, even if the Refinement window might say otherwise. Added all existing (and future) Shadow Orbs to the Currency Storage. Re-enabled the classic Thanatos Tower quest. Developer's Note: This means the quest will be able to be completed once more to access classic Thanatos, which drops its MVP card. The quest will follow the same as before on the new floors. This also means the achievement for completing this quest will be attainable once more. We currently do not have any plans of reinstating the old Thanatos Tower maps. We've also added an option for players to verify if Thanatos can be spawned through its quest. Talk to the Thanatos Enthusiast at the entrance of Thanatos Tower for more information. Fixed an issue with Leaderboards not showing properly. Developer's Note: This issue did not affect scores being submitted, only the NPCs not showing up. Added a weight check to most delayed consumables which grant items. Community Suggestion On Glast Heim: Challenge Mode, Even Split will now treat all stackable items with the same item ID as a singular stack. Items The following hats can now be Compressed with Miles in the Main Office: - Gozarian Mask - Costume Legionaire Helm - Mask Of Ifrit - Silent Executor Skills Fixed a plethora of Skill Descriptions and State Icon issues and missing information. Siege and PvP All new equipments and Shadow Gear obtained through Nightmare Toy Factory are disabled in Siege until further notice. Siege Commissioners The castle rotation for regular WoE will now follow Cyr (arug_cas02) into Mardol (arug_cas01), repeating. Developer's Note: For the month of November, WoE will occur on Mardol. Siege Commissioners Emergency Call will now cancel and prevent the effects of skills which prevent taking direct damage or be interrupted. Developer's Note: This was done as a case-by-case change, so please inform us if any status effects were missed. Siege Commissioners Created a copy of Storage, Repair, Healer, Telma and Tool Dealer in the KoE waiting room. Moved Sothis on the Hall of Valor to the north section of the map.
  7. The next edition of the Great Hunt will take place this Saturday, November 6th, at 10:00 PST - Server Time (registration) / 11:00 server time (match start). The Great Hunt is an all-out brawl in the Savage Coast, in which teams must fight monsters and their fellow competitors to ensure victory. Registration Registration will open at 10:00 Server Time, for one hour. In order to register, you must be in a guild, create a party and talk to Sothis at The Wyvern (@go mh). Your party must have between 3 and 5 members at least Level 190, all pertaining to the same guild. Once you register, you may withdraw or update your team at any time until the end of the registration period. Only members who are online at the time of registration will be able to join the Great Hunt. A single guild cannot have more than one Great Hunt party and your guild must have a guild emblem to be able to enter the map. The Great Hunt will require at least 5 registered teams to start, if there aren't enough teams when the registration period ends, the event will be skipped for the month. Overview The Great Hunt begins at 11:00 server time, and lasts until 12:00 or until only one team remains standing, whichever happens first. Players will battle out in a well-known area - The Savage Coast, which is inhabited by a wide array of dangerous monsters. Players should be prepared to fight ambient monsters, Primals, and Great Monsters. However, the greatest danger of all does not come from them, but from fellow competitors scattered around the island, waiting for their chance to strike. Aside from battling players and monsters alike, The Great Hunt also involves managing two important resources - Crest Stones and Stocks. See below for an overview of useful minimap markings that may appear during the Great Hunt: Pink Marker - Boss White Marker - Player carrying a large amount of Crest Stones Red Marker - Blocked map zone Blue Marker - Supply Crate Orange Marker - Primal (after talking to the Tracker) Yellow Marker - Top 3 teams (after talking to the Mercenary) Brown Marker - Players with zero Stocks remaining Crest Stones and Points Points are the main factor used to determine a team’s ranking. The leading team will be the one with the highest amount of points among the surviving teams. You gain points by delivering Crest Stones to a Crest Stone Collector. Crest Stones can be obtained by defeating enemies, and each stone will grant one point when delivered. Objective Amount of Crest Stones obtained Killing an ambient monster Chance of obtaining a single Crest Stone Killing a player Small Killing a player in the 6th, 5th or 4th ranked teams Medium Killing a player in the top 3 teams or a Primal High Killing a Great Monster Very high If you defeat a player that is carrying Crest Stones, all their Crest Stones will be destroyed, and you will obtain half of the amount. If you leave the map while carrying Crest Stones, they will be deleted upon reentry. A single player can only carry 100 Crest Stones at a time, and any exceeding Crest Stones will be lost. Stocks and Entering the Savage Coast Stocks represent a team’s lives. Every team starts with 20 Stocks. The leader can warp his team to the Savage Coast, to a biome of his choosing, by speaking to Sothis, which will cost 1 Stock. Individual team members are not allowed to reenter alone. Once a team reaches 0 Stocks, they will be eliminated from the Great Hunt when all their members are defeated, regardless of the amount of points they have obtained. This means that even a team with a high amount of points can end up in last place and get eliminated if they are too brazen with their Stocks. Periodically, the team with the least points will be set to zero stocks, so make sure you are not at the bottom of the ranking! Please note that, if you stay outside the Great Hunt for too long, you will be penalized by losing a certain amount of stocks. Sothis’ watchful eye does not appreciate cowards! Team Elimination and Ranking Once a team is eliminated (either from being defeated while having no Stocks, or by being in the last place in points), their final ranking in the Great Hunt will be the order they were eliminated in. If there are 10 teams in total, the first team to be eliminated will take the 10th place, the second team will take the 9th place, and so on. When the Great Hunt ends, if there is only one team left standing, they will be the winner, regardless of their amount of points. If there are multiple teams left standing, the winner will be the team with the highest amount of points among them. Ties will be decided based on the amount of Stocks each team has. Monsters All monsters in the Great Hunt will be Player race and Medium size, meaning they will be affected by popular Siege game mode items, such as Glorious Weapons and Thara Frog Card. Other monster properties remain unchanged, including element and Boss status. The Savage Coast will contain 6 Primals, spawned a few minutes after the match begins. Upon death, they will grant a buff to the killer’s team and respawn after a few minutes. Periodically, a Great Monster will appear and will be marked on the competitors’ minimaps. It will employ a small part of its original mechanics, and we’ve made sure to not include mechanics that would be too intrusive for PvP, such as Nysori’s Charming Allure or Siren’s Song. Upon death, Great Monsters will grant multiple buffs to the killer’s team. All monsters will be affected by the 85% damage reduction applicable to Siege maps, both in their damage dealt and damage taken. Game Mechanics All King of Emperium game mechanics apply, including Siege reductions and any skill and item behavior changes. Notably, this includes the +15 refinement cap and the disabling of all MVP Cards. Upon entering the Savage Coast, competitors will have most of their buffs removed - outside buffs, such as those cast by alts, are not allowed in the Great Hunt. Make sure to rebuff quickly when you spawn, or you may find yourself ambushed by enemies while unprepared. Enemy players will be displayed with generic outfits, cloth colors, hairstyles and hair colors, and without headgears. Player movement speed will be capped. In addition, Snap, Mechanic slides, Fallen Angel and High Jump will have a 2-second cooldown if they are used when there are no team members of different jobs on your screen. For example, a Sura will be able to Snap freely as long as it is within screen range of a Sorcerer teammate, but not if it is alone or only close to another Sura. Upon entering the Savage Coast, you will receive a White Flag, which allows you to exit the map. All means of warping out of the map aside from the White Flag, including Butterfly Wings, @commands, and Poison Bottle will be disabled. Alongside other items that are usually not available in Siege modes, Novaphone, Kafra Card, Peony Mamy, Snowflip, Sadagui, Yggdrasil Sand, Sothis Shield, BG Repair Scroll and Beast Horn are disabled. Freedom and Marionette Control skills are disabled. Players with the Invisibility status effect will not be able to interact with NPCs. This does not include Cloaking, Hiding or similar effects. No Monster Hunter customizations or exclusive effects will apply. This means all MH consumables and Role Skills are disabled, and none of the Skill or item balancing changes apply. NPCs There are a number of helpful NPCs in each Base at the Savage Coast. To interact with these NPCs, you must be within 4 cells of them, and wait for a casting bar to conclude. If you are attacked during this time, the NPC activation will be canceled. The Crest Stone Collector will collect all your Crest Stones and grant points. The Healing Soup will fully restore your HP and SP, remove debuffs, repair broken equipment, and restore mounts. The Storage Chest will open any storage. The Tracker will display the location of any alive Primals on your team’s minimap. The Mercenary will display the location of the current top 3 teams on your team’s minimap. The Crow Handler will bring back defeated teammates waiting at the Airship to the battlefield, without consuming Stocks. Upon activation, the Crow Handler has a three-minute cooldown. Rules All Rules applicable to other Siege content will also apply to the Great Hunt. Any means to bypass intended game mechanics (such as bringing in outside buffs or using disabled items) will result in punishment. If you are not sure whether something is considered an exploit, make sure to ask a member of the Staff before considering using it. “Teaming”, truces, alliances and all other forms of coordination between participating teams are strictly forbidden. Any form of communication between competitors, including being in the same Discord voice lobby, will be considered teaming. Win trading and similar practices also fall into this rule. Dual clients are not allowed to participate (on the same team or in different teams). Rewards Every participant will receive 2000 Valor Badges. All ranking rewards will be given per member of the respective placing teams: First Place - 15000 Nova Points - 1x Glorious Aura (costume) - 3000 Valor Badges (+2000 from participation) Second Place - 5000 Nova Points - 2x Aura Essence - 1000 Valor Badges (+2000 from participation) Third Place - 2000 Nova Points - 1x Aura Essence - 2000 Valor Badges from participation Updates and Changes The minimum number of required teams for the event to start has been reduced from 6 to 5 teams.
  8. Implemented the rework of Thanatos Tower and the Thanatos Tower instance. You can enter the instance via the Warper > Thanatos Dungeon. Then talking to Rie Knidge > 7th floor > Walk to the stairs below > Talk to Lumin. (thana_step,154,367) Floors 9 through 12 mobs have been replaced by new, harder mobs. These new monsters can drop different type of Shards. You can check which monster drops which with @mi. Every Shard drops at a 5% drop rate. Shards can be exchanged to Fragments of their respective set, at a ratio of 5 Shards of the same type to one Fragment. Fragment of Goodwill: Shards of Empathy, Happiness, Shelter, Solace or Prayer. Fragment of Sin: Shards of Anger, Horror, Resentment, Regret or Sorrow. Fragments can be exchanged for Sinful or Brilliant Light accessories, using Fragments of Sin and Goodwill respectively, or be used to enchant those same accessories. Enchantments can be reset with one of the two options. 1,000,000 zeny for 70% success. On failure, all materials and the accessory are destroyed. 100 Shards of a single type for 100% success. The Thanatos MVP quest has been removed. You'll no longer be able to spawn Thanatos by doing the Thanatos Tower quest. Developer's Note: We're aware this change makes the current achievement of completing the quest unobtainable. We'll be updating it in a future maintenance. A new version of Thanatos can now be fought at the end of the Thanatos Tower instance. This version will always drop one of the two Fragments and has a 50% chance of dropping the counterpart. There's also a 0.5% chance of getting a random Brilliant Light or Sinful accessory. There is a chance where Thanatos transforms into Broken Thanatos. Broken Thanatos has the same drops, as well as it's new MVP card. Developer's Note: Keep in mind that the instance version of Thanatos does not drop its regular card. Sinful and Brilliant Light Accessories Sinful Ruby Ring [1] Atk + 10%, ASPD + 7%. [+ Red Dragon Plate] [+ Dragon Scale Hood] [+ Dragon Scale Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and dragon race monsters by 20%, reduces damage taken from angel and dragon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Ruby Necklace [1] Atk + 10%, reduces variable casting time by 7%. [+ Sinful Ruby Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.3 seconds, increases physical damage against angel and dragon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Emerald Ring [1] Atk + 10%, ASPD + 7%. [+ Green Dragon Plate] [+ Dragon Scale Hood] [+ Dragon Scale Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and dragon race monsters by 20%, reduces damage taken from angel and dragon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Emerald Necklace [1] Atk + 10%, reduces variable casting time by 7%. [+ Sinful Emerald Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.3 seconds, increases physical damage against angel and dragon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Topaz Ring [1] Atk + 7%, Matk + 7%, ASPD + 7%. [+ Gold Dragon Plate] [+ Dragon Scale Hood] [+ Dragon Scale Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical and magical damage against angel and dragon race monsters by 20%, reduces damage taken from angel and dragon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Topaz Necklace [1] Atk + 7%, Matk + 7%, reduces variable casting time by 7%. [+ Sinful Topaz Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.3 seconds, increases physical and magical damage against angel and dragon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Amethyst Ring [1] Atk + 7%, Matk + 7%, ASPD + 7%. [+ Purple Dragon Plate] [+ Dragon Scale Hood] [+ Dragon Scale Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical and magical damage against angel and dragon race monsters by 20%, reduces damage taken from angel and dragon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Amethyst Necklace [1] Atk + 7%, Matk + 7%, reduces variable casting time by 7%. [+ Sinful Amethyst Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.3 seconds, increases physical and magical damage against angel and dragon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Sapphire Ring [1] Matk + 10%, ASPD + 7%. [+ Blue Dragon Plate] [+ Dragon Scale Hood] [+ Dragon Scale Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases magical damage against angel and dragon race monsters by 20%, reduces damage taken from angel and dragon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Sapphire Necklace [1] Matk + 10%, reduces variable casting time by 7%. [+ Sinful Sapphire Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.3 seconds, increases magical damage against angel and dragon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Opal Ring [1] Atk + 10%, ASPD + 7%. [+ Silver Dragon Plate] [+ Dragon Scale Hood] [+ Dragon Scale Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and dragon race monsters by 20%, reduces damage taken from angel and dragon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Sinful Opal Necklace [1] Atk + 10%, reduces variable casting time by 7%. [+ Sinful Opal Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.3 seconds, increases physical damage against angel and dragon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Ruby Ring [1] Atk + 10%, ASPD + 7%. [+ Str Soutane] [+ Clergy's Manteau] [+ Clergy's Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and demon race monsters by 20%, reduces damage taken from angel and demon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Ruby Ring [1] Atk + 10%, reduces variable casting time by 7%. [+ Brilliant Light Ruby Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and demon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Amethyst Ring [1] Atk + 7%, Matk + 7%, ASPD + 7%. [+ Dex Soutane] [+ Clergy's Manteau] [+ Clergy's Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical and magical damage against angel and demon race monsters by 20%, reduces damage taken from angel and demon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Amethyst Necklace [1] Atk + 7%, Matk + 7%, reduces variable casting time by 7%. [+ Brilliant Light Amethyst Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical and magical damage against angel and demon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Emerald Ring [1] Atk + 7%, Matk + 7%, ASPD + 7%. [+ Vit Soutane] [+ Clergy's Manteau] [+ Clergy's Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical and magical damage against angel and demon race monsters by 20%, reduces damage taken from angel and demon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Emerald Necklace [1] Atk + 7%, Matk + 7%, reduces variable casting time by 7%. [+ Brilliant Light Emerald Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical and magical damage against angel and demon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Zircon Ring [1] Atk + 10%, ASPD + 7%. [+ Agi Soutane] [+ Clergy's Manteau] [+ Clergy's Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and demon race monsters by 20%, reduces damage taken from angel and demon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Zircon Necklace [1] Atk + 10%, reduces variable casting time by 7%. [+ Brilliant Light Zircon Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and demon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Sapphire Ring [1] Matk + 10%, ASPD + 7%. [+ Int Soutane] [+ Clergy's Manteau] [+ Clergy's Boots] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases magical damage against angel and demon race monsters by 20%, reduces damage taken from angel and demon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Sapphire Necklace [1] Matk + 10%, reduces variable casting time by 7%. [+ Brilliant Light Sapphire Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases magical damage against angel and demon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Aquamarine Ring [1] Atk + 10%, ASPD + 7%. [+ Luk Soutane] [+ Clergy's Manteau] [+ Clergy's Boots] reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and demon race monsters by 20%, reduces damage taken from angel and demon race monsters by 10%. Class: Accessory (Right) Weight: 10 Required Level: 170 Jobs: Every Job Brilliant Light Aquamarine Necklace [1] Atk + 10%, reduces variable casting time by 7%. [+ Brilliant Light Aquamarine Ring] Reduces delay after skill by 5%, reduces fixed casting time by 0.2 seconds, increases physical damage against angel and demon race monsters by 15%. Class: Accessory (Left) Weight: 10 Required Level: 170 Jobs: Every Job Features and Items You're no longer able to change your PIN number through the client. Developer's Note: If you need to change it, you can do so through the website, at https://www.novaragnarok.com/?module=account&action=changepin Bailey Miller daily quests now require you to be at least level 175. Added a line to OSC0006 to include which level of the instance you're currently at. Fixed Protective Balm from the Supply WoE Track not being usable. Siege and PvP Fixed a bug where Reflect Sword was not working as intended with the change from Patch #167. Fixed a bug where Siege Golden Syrup was being considered as ranked. Developer's Note: This is a bug that been kept under the radar for... 7 years. Yeah. It's been fixed. Removed the 25% Golden Syrup nerf from BG, in the light of the bug fix above. Added a temporary 50% effectiveness to Golden Syrup in WoE, in the light of the bug fix above. Developer's Note: This means the current potion numbers on WoE should be the same as before the bug fix. All items from Thanatos Tower, including cards are disabled in all Siege game modes, pending Commissioners discussion. MVP Tierlist changes: Broken Thanatos Card has been added to the Tier 0. (disabled in all Siege game modes)
  9. Aimer

    ???

    Legends say it was built in a single day, by demons invading the Norman world, only to be left unused as they were defeated during the Thousand-Year War. The most revered tale however, speaks of a great warrior who fought and sealed the Demon King Surt after ten days and ten nights. This great tower stood for thousands of years in his honor and memory. 10/14/2021
  10. As far as I remember, we did have a project to revise OCA's and MCA's, which ended up scrapped due to a plethora of reasons. I'll make a note to bring this topic up relatively soon but, as it stands, we have no solid plans to update those.
  11. Aimer

    Introducing Nova Labs

    Yes. This is intended, as it is impossible to reset skill cooldowns without doing so.
  12. In the context of MH, Armor Spheres goal is to not turn Shadow Gear refining into a boring numbers game, where you simply spam the weakest boss X amount of times in order to farm them efficiently; the downside being exactly the sheer amount of standalone currencies this creates, which I will add that is not that big of a problem currently, but can definitely evolve into one. Something that immediately comes to mind is a task we had in our backlog for a while, which will eventually be implemented, is including the respective Armor Sphere that refines it in the description of each Shadow Gear. Definitely doesn't answer the issue long-term, but helps cushion some of that confusion. As for the long-term solution, it is not something we've talked about internally at length yet, but it's definitely something we're aware of. Even if far from ideal, having lots of currencies being part of the same system is easier to manage than having a brand-new system for each and every piece of content. This is also the main reason why I mentioned in the previous post that a future model system should probably aim to be content-agnostic, if possible.
  13. It is not something that is on our plans currently. Keep in mind all current implemented Shadow Gear is obtained within Monster Hunter, which also handles refining of those sets. The main hurdle being we'd have to develop an alternative, content-agnostic system for Shadow Gear refinement which does not include MH's Armor Spheres before even considering the idea. That being said, I wouldn't be opposed to explore the idea, but the initial implementation aims for new sets only.
  14. The issue here is Monster Hunting content and an official instance rehash is not equivalent. The Monster Hunting team consists of 2 main people, which are spread somewhat thin between multiple projects. To put it bluntly, MH development does take longer and is more complex and prone to delays compared to regular content or base game improvements, which is one of the main reasonings we'll not be stricly tying specific rewards to this content anymore. The post includes Halloween because we expect most things we shared to be ready in a timely manner during or after the event, but if the only thing we're waiting for here is a definite date, I'm sorry to disappoint, but we cannot provide those yet because they do not exist, otherwise I would be happily sharing those.
  15. We cannot (yet) confirm which equipment or Shadow Sets will exactly be included in which content and in what order, but I'll be sharing this information as soon as possible in future devblogs or patch notes that specifically focus on certain pieces of content. The first step here is compiling an internal comprehensive list of everything which is not yet implemented, ordered by release date on kRO. This is already done and has been for a while for all Cash Shop/Kashua Box equipment, and we're currently working on compiling a similar list for Shadow Gears, which is very close to being completed, probably tomorrow or the day after. From that, it is a matter of distributing rewards to content and making sure their reward structures are fit for the content. For example, it is unlikely we would be attaching a single accessory (which is non-refineable) to a whole new big piece of content, as longevity of content is important to us, while avoiding unnecessary and arbritrary time gates. When we say rewards won't be by default attached to Monster Hunting, we do not mean it has been stopped being developed for. Development of MH will continue in tandem with all new content described on the main post. Hopefully I won't get yelled at for saying this, but Hrungnir is at what we consider a complete state, but rewards structure is waiting on the rewards list described above and some rounds of (proper) playtesting.
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