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#944 Opening Date

Posted by Insomnia on 24 December 2023 - 08:49 AM

The Opening Date

Our project will be opening to the public on January 6th, 2024 at 00:00 (CST USA). Over the next week and a half, we'll be fine-tuning various elements to ensure a smooth opening. Given the numerous changes to base mechanics and the introduction of new systems, some aspects may not fully align with our intended vision, and balance can be expected to be in a state of flux during the early days. We do ask that you report any bugs, inconsistencies, or concerns on the bulletin so that we can keep track of them and address them as soon as possible. Likewise, suggestions are greatly appreciated!

 

Please use the following as a rough guide for how to provide feedback.

  • Suggestions
    • Use the bot on Discord "/suggest <insert suggestion>" for all suggestions that are brief in nature and do not require a lot of discussion.
      • These types of suggestions will likely be acted upon by a staff member without much external discussion. Examples:
        • "/suggest Move the Kafra in Izlude more to the left so it's easier to click."
        • "/suggest Increase the damage of Mammonite, it feels weak."
    • Use the bulletin (here) for suggestions that are either not brief or require a bit more discussion.
      • These types of suggestions will likely need to be discussed both internally and externally before being acted upon. Examples:
        • Suggesting an entirely new system for finding MvP shards from monsters and what you want those shards to be used for.
        • Suggesting or providing ideas for monster design in a new area of the game.
  • Bug Reports
    • Use the #bug-reports channel in Discord to report anything you think might be working incorrectly or broken.
      • This channel has a 5 minute slow-mode enabled and discussion should not occur here.
      • Note: If you have stumbled upon a bug that seems game-breaking or contains sensitive information, feel free to directly message Insomnia or adri on Discord.

 

 

Roadmap and the Future

Due to the scope of a lot of these changes, some job classes, areas, and features are currently disabled until they are in a more finalized state. It is important to note that the project is ever-evolving and we will continue to roll out new features, mechanics changes, and other improvements over time. We currently have quite a backlog of things on our to-do list, and our own personal roadmap of when we want to implement certain things, and I am positive that it will only continue to grow as everyone reports bugs and provides feedback. Please keep in mind that this is just a fan project that is worked on in our spare time. Tasks are prioritized and worked on as soon as we can get to them.

 

 

Important Reminder

We do still intend on recognizing those in our community that have been stuck around with us and helped shape the project into what it is today. In an effort to keep things as fair as possible for our newer members while still recognizing the commitment and efforts of our returning members, we have decided on the following. Please be sure that you read and understand the following.

 

Near Opening

In order to not delay opening or run into issues with transferring costumes, the system to transfer costumes will be available shortly after opening to ensure things are running smoothly first.

  • New Members
    • For the first 7 days, all new, non-returning members will receive an initial 250 Mythos Points (MP) to spend in the Mythos Shop.
    • Note 1: This is only for completely new-to-the-community master accounts.
    • Note 2: There are no donations and MP can be earned in-game.
    • Note 3: MP are used in the Mythos Shop for cosmetics only.
  • Returning Members
    • Have 2 days of early access to create/name their characters.
      • Note: You will not be able to log in further than character creation.
    • Will receive Mythos Points (MP) equal to that of 75% of master account age in days. Minimum of 500 MP.
    • Can transfer over any costume-only headgear from their previously made characters.
      • Note: These are master account bound once transferred, cannot be traded once transferred, and do not sell for zeny.

 

 

Three Months After Opening

After being open for 3 months, returning players will be able to reclaim some items with caveats and stipulations. All items transferred, including costumes and non-costumes, will be master-account bound, cannot be sold for Zeny, and will be restricted from use in competitive aspects of the game such as PvP/BG/WoE where it is deemed appropriate. 

  • Can transfer 10 pieces of equipment (weapon or armor) with the following caveats.
    • The equipment will have all cards removed from it.
    • Refines will be adjusted based on any weapon level changes, but otherwise kept.
    • Random modifications will be retained.
    • Note: These items cannot be further refined or used in any modification re-roll, de-card, etc. systems. They are locked as-is.
  • Can transfer 1 stack of a consumable item, up to 300 pieces.
  • Can transfer 1 stack of a miscellaneous item, up to 300 pieces.
    • Note 1: This includes cards. Cards are still master account bound once transferred and will make any item it is placed into master account bound.
    • Note 2: If you are opting to transfer an MvP card, you will be unable to transfer any of the above (outside of costume headgear).
    • Note 3 (for new players): All MvP cards drop at 0.10% and have all been modified to be significantly less impactful and non-game-breaking. MvP cards here are not of the same overpowered nature as they are traditionally.
 
Please pay special mind to the last two bolded notes for both our new and returning players. Our goal with the above is to have all players as equal as possible upon opening and remain as equal as possible 3 months after launch when returning players are able to reclaim some of their hard work of years past. While we realize that this may not fully encapsulate all of the various efforts of players that have stuck with us over the years, we hope that in allowing the above, at least some of your time spent was not in vain.

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#394 New Signum Crucis Skill Tweak Idea

Posted by tarstarkas on 17 December 2018 - 08:40 AM

Hi all,

 

The change to Signum Crucis to make it do aoe damage is a really neat idea for making acolyte leveling more interesting. The issue is the range of it is so small that it is hard to get off reliably without face tanking the mobs, and if you are face tanking the mobs then you get interrupted quite easily. Also, acolytes aren't exactly tanky so its quite a risky skill to use at the moment versus just healbombing mobs.

 

With this in mind I would like to suggest some possible tweaks to the current version of the skill that would hopefully make it more viable:

 

1. Make the skill uninterruptible.

 

or

 

2. Make the skill aoe bigger.

 

or

 

3. Make the skill castable on a player clicked location rather than around the acolyte's fragile body.

 

 

Thoughts?


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#484 Rogue: Skill point investment for Plagiarism is too high (pre-req & skill...

Posted by essay on 25 December 2018 - 02:38 PM

Greetings,

 

Every rogue will be taking Plagiarism. You need 35 points to do so:

 

2/5 Tunnel Drive

4/10 Snatcher

4/10 Coin Sap

4/10 Backstab

5/5 Raid

5/5 Intimidate

10/10 Plagiarism

1/1 Preserve

 

For a sword/dagger rogue, you would also take 10/10 sword mastery, leaving you with 10 points.

 

This leaves your skill tree in an awkward state and the choices are too limited:

 

Tunnel Drive is still very slow, for someone focusing on stealth they would want to max this

Snatcher is fine on high-health mobs, but you could decide to max for farming

Coin Sap you could invest more for more reliable CC/less SP drain

Backstab is almost useless at this level for damage (the % after is nice), and you would want to max this (pretty thematic to dagger rogue!)

Raid while the only non-plagiarism area effect, is pretty useless due to SP cost, damage, and requirement of hide. This should be a choice to take.

Intimidate is a niche skill, this should be a choice to take.

Plagiarism is GREAT, but you need 10/10 to pick up preserve (required), even if you only copy a level 5 skill

Preserve is GREAT, 1/1, fantastic.

 

Skills you didn't take:

Divest Helm

Divest Shield

Divest Armor

Divest Weapon

Graffiti

Remove Trap

Gangster's Paradise

 

Compared to Storm Gust, Grand Cross, and several of the other top-tier thematic skills for other classes, this is too many pre-reqs. 

 

For a bow rogue, you would also take 10/10 vultures eye and 10/10 double strafe, leaving you with 0 points.

 

Suggested goal: Rogues should have more DECISIONS for their points, not required pre-reqs. 

 

Suggested methods to reach goal:

 

Remove or severely reduce the Tunnel Drive, Backstab, Raid, and Intimidate requirements from Plagiarism. 

Reduce Plagiarism cost to 5/5


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#480 New Signum Crucis Skill Tweak Idea

Posted by Shiroh on 24 December 2018 - 03:02 PM

If you guys want a buff to DMG Priests, enable suffragium on themselves for better ME and Signum builds then :)


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#454 New Signum Crucis Skill Tweak Idea

Posted by kantoskan on 21 December 2018 - 01:21 AM

Grand cross also deals a massive amount more damage that comes with that increased cost though.  Personally I don't think that a melee range AoE skill that is easily interruptible is balanced, but that's my opinion


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#427 New Signum Crucis Skill Tweak Idea

Posted by kantoskan on 19 December 2018 - 03:46 AM

There are some abilities that have melee range (like Grand Cross) that were made uninterruptible to make them viable.  Comparing this ability to SG/LoV which you have the ability to cast at a distance with proper positioning/planning to prevent being interrupted is kind of silly.


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#1240 Changelog 01-22-2024

Posted by Insomnia on 22 January 2024 - 09:22 AM

Changelog

  • Additions
    • Added a bonus aggression amount to all skills that add flat aggression.
      • Skills that have flat aggression now have their aggression from damage increased by 4x.
      • Note: These skills that add flat aggression still add the same amount of flat aggression.
  • Fixes
    • Rideword Hat, MDH and Baroness of Retribution card all display and leech the correct amounts (for real this time).
    • Poring King now always gives its special rewards.
    • Fixed low level sage books (also for real).
    • Zephyrus and Hellfire (spears) now work as intended and have the right description.
    • Electric Eel now partially works and has the right description. Critical damage autocast pending future bugfix.
    • Dolor of Thanatos Card now displays the correct element (Ghost).
    • Mastering, Vocal, Eclipse, Vagabond Wolf, Dragon Tail and Toad combos now work as intended.
    • Claw now works (this already was the case, but now the right ID is updated lol)
    • Evil Bone Wand's combo now grants the correct amount of movement speed while casting.
    • Skogul's combo now builds up ranged Bleeding at the correct rate.
    • Mandolin's Crippling Shot granted skill now can be used.
    • Clock Card now works as intended.
    • Wand of Occult now works as intended.
    • Nagan now works as intended.
    • Lava Golem Card now has its intended effects and location. Existing Lava Golem Cards have been decarded.
    • Arrows should no longer influence non-arrow attacks.
    • Longinus Spear now properly displays its slot.
    • Sharpened Ghoul Legbone now works as intended.
    • Chakram now partially works. SB delay reduction pending future bugfix.
    • Drill Katar now works as intended.
    • Loki's Nail now properly allows movement during Soul Destroyer and has the intended cast extension.
      • Note that atm the additional cast time to SD is irreducible with DEX, this will be fixed in a future patch.
    • Monster skills now add status stacks as intended, affected skills below:
      • Dark Cross (Curse), Evil Land (Curse), Blind/Petrify/Sleep/Curse/Poison/Silence/Stun/Bleeding NPC attacks.
    • Monster skills related to tanking available to players now add the right amount of flat aggro:
      • All Wide skills (800), Blood Drain (800), Evil Land (500)
    • Grounded/Shocked/Chilled units no longer automatically progress to a CC status when receiving Earth/Wind/Water damage.
    • Reverberation no longer returns a Trap item when picked up.
  • Changes
    • More poison tweaks
      • Base damage formula is now damage = 3%MaxHP * 3500 / ( 3500 + 3%MaxHP)
      • Removed the base level scaling as it is no longer needed.
      • Note that there is still a penalty applied for being > 15 levels lower than target for players and > 45 levels lower for monsters.
    • Small Poison Bottles and Cannonballs now cost 30% less.
    • Enchant Deadly Poison now lasts twice as long at all levels. It also now has a 5s CD instead of invoking ACD.
    • Enchant Poison now adds 25% damage at Lv 5, instead of 15%.
      • While jobs aren't getting full balance passes at the moment, Enchant Poison helps both Assassin and ESN offer more in party settings and should make a little more of a difference in their solo experience as well.
      • Note: Other jobs that are perceived as underperforming are all being monitored and will receive changes in a later balancing pass. This includes Assassin/Creator too, as the current changes only aim at lowering the economic impact of their skills.
    • Siromas are now sometimes less afraid of fire.

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#1202 Changelog 01-19-2024

Posted by Insomnia on 19 January 2024 - 04:48 AM

Changelog

  • Additions
    • Poring King and Treasure Porings now have a special reward!
    • Added a Kafra outside of Izlude with a new save point.
  • Fixes
    • Red Novus Card now properly gives its intended 10% movespeed unconditionally.
    • Magnolia Card now properly applies Curse.
    • Marc, Argos, Giearth, Munak, Wootan Fighter and Tikbalang Cards now work as intended.
    • Mandolin now has the right stats and effect.
    • Claw now has the right stats and effect. Existing Claws have been decarded. 
    • Status Arrows now build up 15 stacks instead of 1000.
    • Glittering Jacket now shows all intended properties.
    • Lv 62 Elemental Books now having their base MATK. Weather bonus still pending bugfix.
    • Seismic Fist no longer shows the wrong amount of slots.
    • Shadow Touch no longer shows the wrong amount of slots.
    • Pole Axe no longer shows the wrong Lv requirement.
    • Rideword Hat and MDH now have their intended leech effects.
    • Giant Wheel Shuriken now stacks Bleeding instead of Stun as intended.
    • Harp no longer has a negative INT bonus and now displays the right SP regen.
    • Loki's Nail now grants CRIT. Additional effects pending bugfix.
    • Thief Combo now properly disables Wanderer Card's Intimidate proc.
    • Oboro Jobchange quest no longer gives an unfinished future huuma.
    • Wrench no longer has the wrong description and stats client-side.
    • Aspersio and Sage Endows can now be leveled up past Lv 1 as intended.
      • Sage will receive some ameliorating measures later in order to reduce skill point anxiety. Please wait warmly.
    • Ninja's Blade Mastery now properly affects the player while using two daggers.
    • Oboro's Earth Charms no longer influence ATK.
    • Kitchen Knife now has all intended effects.
    • Piercing Wind Katar now properly applies Shocked.
    • Excalibur now has all intended effects.
    • Enriched Elu and Ori now show the intended description. Note that Tailor profession remains disabled.
    • Cursed Dagger, Dagger of Counter and Ancient Dagger can be used by Wizard and Sage Classes as intended.
    • A dummied out version of Cutter no longer drops.
    • A dummied out version of Studded Knuckles no longer drops.
    • Gaia Whip now shows its slot properly.
    • Removed unintended craftable versions of Studded Knuckles, Knuckle Duster and Claw.
    • Claw now has all of its intended effects.
      • Wide Bleeding applies 800 flat aggro. Also its visual will be improved later down the road.
    • Guillotine now has all of its intended effects.
    • Executioner now has all of its intended effects.
    • Ahlspiess now displays the correct effect and level requirement.
    • Ginnungagap now works as intended.
    • Elemental Bows now work as intended.
    • Tablet now works as intended.
    • Hurricane's Fury now works as intended.
    • Oriental Lute and Queen's Whip's combos now work as intended.
    • Giant Axe now properly reduces Cart Cannon cast time instead of increasing it.
    • Doom Slayer now works as intended and correctly displays intended 45 Stun.
    • Cecil Damon Card now has the intended -15 HIT instead of -25.
    • Windhawk now has the intended -35 HIT instead of -50.
    • Double Bound now works and the client now displays the correct amount of slots.
      • The recursive effect currently overlaps with the initial manually casted DS. This will be improved in the future.
    • Wakwak card now has the right description.
    • Fixed missing items
      • Dark Priest Card
      • Rybio Card
      • Sandstorm
      • Tomahawk
    • Cleaned up some mismatched IDs for old Immaterial Sword.
    • Fixed some bonuses working incorrectly
      • bonus2 bHPAttackRatio
      • bonus2 bInverseHPAttackRatio
      • bonus bSkillMove
    • Fixed Coin Sap (Rouge Skill) being usable on summoned monsters. It no longer works on monsters that are considered having a "master."
    • Fixed grounded/petrified status not properly reverting reduced sDEF when the status ends.
    • Fixed both Drought and post-Asura Strike allowing SP regeneration. Both of these should have been blocking natural SP regeneration.
    • Stalker can no longer reproduce Lv 10 Dragon Combo.
    • The following skills no longer cause a range error:
      • Bloody Lust, Dimension Door, Filir's Moonlight.
    • Fixed non-ammo attacks being influenced by ammo element.
    • Fixed flat damage subtraction from random modifications causing healing when final damage is less than 0. (actually this time)
    • Fixed Gunslinger not obtaining their Manufacture skill on job change.
      • Note: If you are missing this skill, it will be obtained on initial login.
    • Fixed some unintended functions related to WoE being usable when they were not intended to be just yet.
  • Changes
    • Reduced the cooldown after exiting your mount. 20s ->12s
    • Added a 1s delay after mounting to be able to use the item again.
      • Due to how the cooldown works it's common to spam the item, which can easily lead to immediately dismounting again. This should help with that.
    • Random teleportation (Fly Wings and others) now cannot place the user within a large area around the starting point.
      • Other teleportation and transportation improvements will come with future patches, as well as map edits to accommodate our more permanent traversal standards.
    • Finishing/skipping the tutorial now gives 10 Novice Town Wings to travel to any town they prefer.
    • Izlude Training Group now gives more useful rewards for their missions, including Novice Town Wings that are usable until Lv 60.
    • Meat (an early availability healing consumable) now costs 50z instead of 100z.
      • These earlier game changes are meant to compound with the market modulation ones to allow new players to get started more easily.
    • Reduced damage with Lord of Vermillion at all levels by 20%.
    • Reduced damage with Meteor Storm at all levels by 10%.
    • Standardized the casting range of Earth Strain with all other spells to 9.
      • This doesn't change the spell's actual reach or AoE, just gives you more area where you can click it without walking unnecessarily.
    • Mystical Amplification increases Cast Time by an additional 6% per level.
    • Reduced the damage bonus from Red Ferus Card to Meteor Storm. 15%->8%
    • Reduced the damage bonus from Hill Wind Card to Lord of Vermillion. 15%->8%
    • Reduced the damage bonus from Pitman Card to Heaven's Drive. 15%->8%
    • Reduced the damage bonus from Laurell Weiner Card to Storm Gust. 15%->8%
      • While High Wizard is meant to be a contender for highest setup burst damage in the game, the ease of application for Wizard AoE skills needs some tweaks to not become oppressively strong.
    • Pick Stone now picks 5 stones per use.
    • Cross Cutter no longer invokes an ACD. Cooldown is still 2s.
    • Cross Ripper Slasher no longer invokes and ACD. Cooldown is still 1s.
    • Venom Dust duration is now 3s per Skill Lv. SP cost goes down with levels.
      •  This helps assassins not leave little puddles of poison all over the map and makes the skill require some point investment to make good use of it.
    • Cart Slide is now reducible with DEX. Cooldown is still 5s.
    • Explosive Cart now adds +2000 flat aggro per explosion.
      • Whitesmith is meant to be a viable tank and allowing the upgrade to CS to build up extra aggro per explosion triggered should definitely help in this regard.
    • Increased the effect of all APM potions by 10%.
    • Enabled Berserk potions to work for Swordman, Merchant, Thief, Mage and Monk Classes.
      • Crafted versions (Energizing Potion and Poisoned Drink) are still usable by anyone.
    • Removed the self-status effects from: Goddess of Fortune's Cursed Brooch, Drooping Alicel, Alice Doll, Poring Fedora, Satanic Chain
      • Goddess of Fortune's Cursed Brooch's self-status effect will return later with a cooler effect.
    • Improved the healing bonus for Healing Staff. 1.5%->3%
    • Croce Staff's combo now autocasts Heal when using Kyrie Eleison instead, with its Lv based on Rosaries equipped.
      • This differentiates it further from other healing tools and also avoids the illegible heal amount upon doublecasting.
    • Novice Elemental Daggers (Jujube and the rest) now have no level requirement to be used.
    • Bleeding now stops when the unit is at 33% HP instead of 16%.
    • Poison Changes
      • Players deal half damage of poison if they are more than 15 levels lower than their target.
        • For monsters, this penalty is applied only if the monster is more than 45 levels lower than their target.
      • Players (only) now have poison damage scaled based on their base level, reaching maximum potential damage at level 80.
    • Using Boarding Halter no longer retains skin color when mounting to avoid errors for job classes that do not have a dark skin while mounted. This will be reverted eventually when all classes have dark skin options while mounted.
    • Disabled vending on map prt_fild08 except for Salvage Shops.
      • Reminder: There is a fast warp to Alberta from Izlude where vends should be placed.
    • Dynamic NPC sell pricing threshold for items increased from 10z to 50z.
      • This means that items that sell to the NPC for less than 50z are no longer affected by dynamic sell pricing.
    • Disabled dead branches on prt_fild08

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#601 Triple Attack

Posted by dreinor on 16 January 2019 - 09:28 AM

Good day.. I would like to suggest to a rework on the skill "Triple Attack".

 

1. Make it both an active and passive skill just like blitz beat. When activated manually, it has a 7 second cooldown but when activated thru autoattack, has a fixed chance of 20% but doesn't have a cooldown..

2. Why the suggestion? so that combo monks be viable in PVP and performing combo manually is a good addition, not relying solely on chance but with timing as well..


  • 1


#469 New Signum Crucis Skill Tweak Idea

Posted by whatgoat on 22 December 2018 - 09:49 PM

cast time is uninterruptible with today's patch and max lv reduced to 5


  • 1


#437 New Signum Crucis Skill Tweak Idea

Posted by rkkn on 19 December 2018 - 10:04 AM

Tarstarkas

Lol yes it does.

Let's make asura uninterruptable then. Oh while were at it I'll take SG, LoV, and omg how could I forget. Let's make safety wall uninterruptable as well that way all those non tanky mages can level too.

yes, a melee range low damage skill is a great comparison to ranged massive damage massive AoE skills, and also compares well to one-hit-kill skills


  • 1


#1015 Changelog 01-07-2024

Posted by Insomnia on 07 January 2024 - 10:22 PM

Please be aware that this first patch is nearly entirely focused on fixing issues, especially those causing larger problems. There are still many more bugs, suggestions, and things to implement. Thank you for your patience.

 

Changelog

  • Additions
    • N/A
  • Fixes
    • Fixed a crash related to aggression generation from certain skills.
    • Fixed a crash related to invalid statuses.
    • Fixed players not being able to complete the Ninja job change quest.
    • Fixed Hypnotist giving the incorrect amount of skill points upon resetting skills.
    • Fixed Awakening Potion not giving the correct APM bonus. Should be giving +5% APM.
    • Fixed Berserk Potion not providing any APM bonus. Should be giving +10% APM.
    • Fixed clans being unjoinable.
    • Fixed players getting an infinite-use Red Herb during the introduction quest. It wasn't providing any benefits other than taking up space.
      • Note: If you have this item in your inventory, you can now use it once to get rid of it.
    • Fixed Rekenber Staff allowing access to account-based storage. This is intended to be a storage only for Self-Sufficient characters (a future feature).
    • Fixed flat damage and flat magic damage subtraction from healing players if damage goes negative.
    • Fixed a missing red dot (map portal indicator) missing on prt_fild05, top left.
    • Fixed mages not being able to equip rods.
    • Fixed Orcish axe not displaying the proper level required.
    • Fixed Ring Pommel Saber, the NPC version, being missing from the game.
    • Fixed a few missing palette errors.
    • Fixed Wedding Dress not giving +15 MDEF (note: you cannot attack while wearing wedding dress)
    • Fixed Skeleton Card saying the word "enemies" twice.
    • Fixed client errors for invalid AttackRange for the following skills:
      • Caprice
      • Sound of Destruction
      • Dominion Impulse
      • Rolling Cutter
      • Cross Ripper Slasher
    • Fixed Shattering Storm (Rebel Skill) saying invalid effect 19.
    • Fixed Parrying (Lord Knight Skill) additional visual effect appear making it look like the player was blocking more often than they were.
    • Fixed item Guitar slot count showing the wrong number of slots client-side.
    • Fixed recruiter (job change for gunslinger) giving a missing quest error.
    • Fixed Acolyte job quest not properly erasing quests sometimes.
    • Fixed Magnolia Card calling the wrong status effect.
    • Fixed Fear Breeze (Sniper Skill) description not properly clarifying "auto" blitz beat damage.
    • Fixed missing weapon sprite for Gunslinger.
    • Fixed a few first job classes, magician, swordsman, and merchant getting an additional trait skill.
    • Fixed Whitesmith being unable to place skill points into Power Swing (Blacksmith Skill)
  • Changes
    • Reverted monsters that are level 70+ to their pre-reduction states as this change made monsters level 70+ easier than intended.
      • EXP and JEXP values adjusted for these monsters as well to properly reflect their difficulty.
      • Note: Monsters level 70+ were made easier just before opening due to concern that they would be too difficult. Since many of these monsters are actually easier with the abundance of changes, this was reverted.
    • The Anti-AFK Attack Timer has been increased from 7 seconds to 15 seconds.
    • Clothing colors are reset upon changing to Kagerou/Oboro to avoid potential errors.
    • Adjusted the level requirements of a few class-exclusive weapons such as katars and musical instruments.
    • Intimidate (Rogue Skill) now has a 10s cooldown to better match fly wings.
    • Players missing a Boarding Halter will receive one upon login if it is missing.
    • Heavy Weapons (Swordsman Skill) no longer applies to self-inflicted damage.

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