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Several skills have been rebalanced and now behave differently on commodo party than their official server counterparts.

Swordsman

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Skill Original Value Changed Value Comment
HP Recovery.png HP Recovery
  • Ticks every 10 seconds.
  • Ticks every 5 seconds.
Increased for the same reason as commodo party' overall standard (every 4 seconds standing, every 2 seconds sitting).
Bash.png Bash
  • SP Cost:
Levels 1-5: 8
Levels 6-10: 15
  • SP Cost:
3 SP + 1 SP Per level selected. (13 sp at max level)
Reduced the SP equations to give the Swordsman more control over the skill.
Magnum Break.png Magnum Break
  • SP Cost: 30 SP
  • Range: 2 Cells (5x5 area) centered on caster
  • SP Cost: 18 SP
  • Range: 3 Cells (7x7 area) centered on caster
Decreased the SP Cost from 30 SP to 18 SP. Also increased range of skill by 1.5x. It should see greater use now and is easier to use.
Moving HP Recovery.png Moving HP Recovery
  • Job Level Requirement to Learn: 35
  • Quest requirement is 200 Empty Bottle.
  • Job Level Requirement to Learn: 15
  • Quest requirement is reduced to 50 Empty Bottle.
Reduced job level requirement as this skill provides a small passive boost when leveling and should be given early on as with other passive skill changes.

Knight

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Skill Original Value Changed Value Comment
Twohand Quicken.png Twohand Quicken
  • Increases weapon delay by 30% for 30 seconds per skill level. (300 secs at max level)
  • Increases weapon delay by 30% for 60 seconds per skill level. (600 secs at max level)
  • Also increases FLEE by 1 per skill level and CRIT by 0.8% per level (+10 and +8% at max level)
In the vanilla game, auto-attack builds are relatively weaker.

While the usage of skills should in general provide higher returns given the SP cost, agility builds for Knights are well behind other Knight builds. Therefore, changes to both survival and DPS were implemented through this skill change.

Bowling Bash.png Bowling Bash
  • There is an invisible grid on every map that reverts the skill to its older self when performed inside it.
  • The grid is present on every cell that is divisible by 40 on the X or Y coordinates, and the five adjacent cells to those.
  • The old skill's description:
Hits one enemy to start with an ATK modifier of 100% + 40% * Skill Level.
The enemy is knocked west up to 4 tiles. "West" is towards the left-hand side of the mini-map.
If that enemy hits any other enemies, then the hit becomes a 3x3 tile melee splash attack at that point.
During the cast time, character's DEF is reduced to 2/3.
  • Damage is set at 400% at the maximum level and the skill hits twice, allowing damage up to 800% per instance of Bowling Bash.
  • The gutter line bug has been completely removed.
Gutter lines are something that were never really addressed by the creators of the game and as a band-aid, their original fix was to just increase Bowling Bash damage.

We do not think that lazy method is appropriate, so we have set Bowling Bash to do a little less damage (still very powerful and able to one-shot enemies when an endowed or elemental weapon is equipped) but with the added utility of not having to edit your GRF files or memorize gutter line placement.

Spear Mastery.png Spear Mastery
  • Adds +4 ATK per skill level or +5 ATK per skill level when riding a Peco. (+40 or +50 at max level)
  • Now adds +5 ATK per skill level and +7 ATK per skill level when riding a Peco. (+50 or +70 at max level)
This skill was improved to help round out the Spear builds that Knights may opt to take.

As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment.

Brandish Spear.png Brandish Spear
  • Originally capped the amount of mobs that can hit.
  • Removed the limit on the amount of mobs that can hit.
  • If a monster hits a wall during knock-back, it gets damaged a second time.
The second hit was born as a bug, but after consideration, it was decided to keep it since this balances this skills to be (somewhat) comparable with Bowling Bash.

Crusader

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Skill Original Value Changed Value Comment
Holy Cross.png Holy Cross
  • Damage is (100 + 35 × SkillLV)%. (450% at max level)
  • SP Cost is 10 + 1 SP per skill level. (20 sp at max level)
  • Skill range is 1 cell.
  • Damage increased to (300 + 25 × SkillLV)%. (550% at max level).
  • New SP formula is 2 + 1 SP per skill level (12 SP at max level).
  • Skill has an accuracy bonus of +2% per skill level. (+20% at max level)
  • Skill range increased from 3 to 7 cells.
Holy Cross is quite inferior to Grand Cross and was given a little boost to bring it more in line.
Shield Charge.png Shield Charge
  • Damage is (100 + 20 × SkillLV)%. (200% at max level)
  • Damage increased to (200 + 20 × SkillLV)%. (300% at max level)
This skill is incredibly underwhelming and while the Stun provides some utility along with its huge knockback, the skill was given a little damage boost to compensate for its purely defensive behavior.
Spear Quicken.png Spear Quicken
  • Reduces weapon delay by 20 + (1 * Skill Level)% for 2H spears. (30% at max level)
  • Now reduces weapon delay by 20% + 1.5% per skill level for 2H spears. (35% at max level)
  • Now also reduces weapon delay by 7.5% + 0.5% per skill level for 1H spears. (12.5% at max level)
Spear builds were something that required a little bit of a boost.

They pale in comparison to GC builds in term of PVE DPS, but the entertainment value out of these builds was stressed by the community and not only were 2H spear speeds increased via this skill, but also the introduction of a small bonus to 1H spears gives the skill even more versatility, especially considering the huge investment of skill points.

Spear Mastery.png Spear Mastery
  • Adds +4 ATK per skill level or +5 ATK per skill level when riding a Peco. (+40 or +50 at max level)
  • Now adds +5 ATK per skill level and +7 ATK per skill level when riding a Peco. (+50 or +70 at max level)
This skill was also improved to help round out the Spear builds that Crusaders may opt to take.

As with all other Mastery skill changes, this is mostly an adjustment to account for the high skill point investment.

Acolyte

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Skill Original Value Changed Value Comment
Blessing.png Blessing
  • Duration is 40 + (20 x SkillLV) seconds. (240 secs at max level)
  • SP cost is 24 + (4 × SkillLV). (64 sp at max level)
  • Duration is 100 + (20 x SkillLV)) seconds. (300 secs at max level)
  • SP cost is 24 + (5 × SkillLV). (74 sp at max level)
Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations.

SP cost also increased to compensate the longer duration.
This is an overall buff, improving the duration per SP cost from 3.75 [sec/SP] to 4.05 [sec/SP] (at skill level 10).

Increase AGI.png Increase AGI
  • Duration is 40 + (20 x SkillLV) seconds. (240 secs at max level)
  • SP cost is 15 + (3 × SkillLV). (45 sp at max level)
  • Duration is 100 + (20 x SkillLV) seconds. (300 secs at max level)
  • SP cost is 15 + (4 × SkillLV).(55 sp at max level)
Increased the buff duration to a maximum of 5 minutes to bring it in line with other buff durations.

SP cost also increased to compensate the longer duration.
This is an overall buff, improving the duration per SP cost from 5.33 [sec/SP] to 5.45 [sec/SP] (at skill level 10).

Demon Bane.png Demon Bane
  • Increases ATK against Undead/Demons by +3 per skill level +0.05 * (1 + Base Level). (+35 at max skill and base level)
  • Increases ATK against Undead/Demons by +5 per skill level +0.5 × (1 + Base Level). (+100 at max skill and base level)
  • Now also increases ATK against Non Undead/Demons by +4 per skill level. (+40 at max skill level)
This skill was reworked to improve certain builds, specifically Combo Monks and Battle Priests.

The higher damage potential of auto-attacks was a means to expand the viability of some lesser used builds in the Acolyte tree.

Holy Light.png Holy Light
  • Job level requirement to learn: 30
  • Does 125% MATK
  • 2 Second Cast Time
  • SP cost: 15
  • Job level requirement to learn: 15
  • Does (101 + Base Level)% MATK. (200% at max base level)
  • 1.5 Second Cast Time
  • SP cost: 12
The increase to this spell's damage, which scales with level, provides more viability as a spell that can be weaved into an Acolyte's rotation while supporting others.

The lower cast time also provides greater versatility. This allows skillful players to contribute to DPS during downtime more effectively.

Priest

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Skill Original Value Changed Value Comment
Increase SP Recovery.png SP Recovery
  • Ticks every 10 seconds.
  • Ticks every 5 seconds.
  • Timer counts while standing, but doesn't reset with movement.
Increased for the same reason as commodo party' overall standard (every 6 seconds standing, every 3 seconds sitting).
Battle Mastery.png Battle Mastery formerly Mace Mastery
  • Increases ATK of maces by +3 per skill level. (+30 at max level)
  • Increases ATK of all weapons priests can equip by +4 per skill level. (+40 at max level)
  • Also decreases weapon attack speed delay by 12% on Maces if the Priest has learned the maximum level of the skill.
[Lv 10 Bonus]: Mace ASPD +12%.
This skill is only really used by melee priests.

So a large value bonus was provided to it. This skill now impacts all weapon damage and increases attack speed of priests substantially.

Turn Undead.png Turn Undead
  • Damage done on failure:
[Base Level + INT + Skill Level × 10]
  • Damage done on failure:
[Base Level + INT + Skill Level × 10] × 2.5

Increased damage by 2.5x to keep the skill more beneficial than Holy Light given the changes to that skill.

Gloria.png Gloria
  • Lasts 5 + (5 × SkillLV) seconds. (30 secs at max level)
  • Lasts 10 + (10 × SkillLV) seconds. (60 secs at max level)
Doubled the duration of Gloria.
Magnus Exorcismus.png Magnus Exorcismus
  • Large area of effect that damages Undead element and Demon race enemies.
  • Large area of effect that deals full damage to Undead element and Demon race enemies.
  • Non-Undead element and Demon race enemies take 50% reduced damage.
Now also damages all other enemy types and elements (except holy) at 50% reduced damage. This change allows ME priests to farm in a greatly variety of maps, like Glast Heim Chivalry
Slow Poison.png Slow Poison REMOVED This skill has been removed and replaced with Renew.
Renew.png Renew NEW SKILL
  • This skill retains all the functionality of Slow Poison (stopping the health reduction while poisoned without curing the status).
  • Renew heals the target for [(25 + 1.5% of Target's Maximum HP) × SkillLV] every 3 seconds.
  • The effect lasts for 30 seconds (This means that the target gets healed a total of 10 times).
  • The maximum skill level is 4.
  • The skill is instant cast.
  • Has a high SP cost of [40 + (15 × SkillLV)].
  • The skill cannot be used on monsters and therefore cannot be used offensively against undead.
  • The skill can be used on players using Evil Druid, healing them instead of doing damage.
Holy Strike.png Holy Strike NEW Platinum Skill
  • Created specifically to improve battle type priest viability and edge in combat.
  • It is a melee-based passive skill that allows you to do a holy damage attack based on your strength and level to an enemy you are attacking.
  • More information can be found in Holy Strike.

Monk

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Skill Original Value Changed Value Comment
Dodge.png Dodge
  • Increases FLEE by 1.5 per level rounded down. (+15 at max level)
  • Increases FLEE by 2 per level. (+20 at max level)
For a skill that takes up to 10 skill points, the reward should be useful.
Mental Strength.png Mental Strength
  • Set the user's armor (hard) DEF to 90.
  • Set the user's armor (hard) MDEF to 90.
  • Set the user's armor (hard) DEF to [Hard DEF × 2] capped at 90.
  • Set the user's armor (hard) MDEF to [Hard MDEF × 4] capped at 90.
This skill used to require nearly no gear to effectively become an unstoppable tank.

With these changes, gear will now be required to reach the same pinnacle tanking ability as before. The justification is that an ungeared Monk should not be more effective at tanking than a fully geared Knight.

Iron Fists.png Iron Fists
  • Increases damage of fists and bare hands by +3 ATK per skill level. (+30 at max level)
  • Now provides +5 ATK per skill level and reduces the weapon delay of fist weapons and bare hands by 1% per skill level. (+50 and +10% at max level)
As with many other mastery type skills, Iron Fists needed a boost to create some even ground between mace builds and fist builds.
Raging Quadruple Blow.png Raging Quadruple Blow
  • Original Damage Value:
[Lvl 1]: 200% ATK
[Lvl 2]: 250% ATK
[Lvl 3]: 300% ATK
[Lvl 4]: 350% ATK
[Lvl 5]: 400% ATK
  • Total damage per level increase by 30%.
[Lvl 1]: 240% ATK (SP usage 8)
[Lvl 2]: 320% ATK (SP usage 9)
[Lvl 3]: 400% ATK (SP usage 10)
[Lvl 4]: 480% ATK (SP usage 11)
[Lvl 5]: 560% ATK (SP usage 12)
This small bonus was added for some flavor to the Monk combo build.
Raging Thrust.png Raging Thrust
  • Original Damage Value:
[Lvl 1]: 300% ATK
[Lvl 2]: 360% ATK
[Lvl 3]: 420% ATK
[Lvl 4]: 480% ATK
[Lvl 5]: 540% ATK
  • Total damage per level increase by 25% and now also provides a 15% increased attack buff for 8 seconds after using this skill.
[Lvl 1]: 340% ATK (SP usage 8)
[Lvl 2]: 425% ATK (SP usage 9)
[Lvl 3]: 510% ATK (SP usage 10)
[Lvl 4]: 595% ATK (SP usage 11)
[Lvl 5]: 680% ATK (SP usage 12)
This small bonus also was added for some flavor to the Monk combo build.

The justification is that if the Monk follows through with an entire combo chain, there should be a little bonus for doing so. A moderate attack increase for a short period is reasonable. This does also chain further into Asura Strike, which may give a Combo Monk more incentive for using that skill in combination.

Snap.png Snap
  • Snap can be used to escape ankle snare traps.
  • You may no longer snap out of ankle snare traps.
This balancing change was meant to provide a little balance for PVP and WoE.

Being able to just snap right out of an ankle snare trap and then continually doing this to wipe out all ankle snares is not balanced in our opinion.

Summon Spirit Sphere.png Summon Spirit Sphere
  • Only ASPD delay functioning
  • Added 250ms after cast delay
Mo absorbspiritspNG.png
Absorb Spirit Sphere
  • Success chance of 20%.
  • SP Gain 2*MonsterLv
  • Success chance increased from 20% to 40%
  • SP Gain reduced from 2*MonsterLv to 1*MonsterLv
  • Grants 1 Spirit Sphere on successful cast
Small bonus to success chance makes this skill more practical in PVE.
Throw Spirit Sphere.png Throw Spirit Sphere
  • Formerly nerfed
  • Damage is normalized at 350% ATK per sphere
This skill may be adjusted if considered too powerful in the current landscape.
Spiritual Cadence.png Spiritual Cadence
  • Ticks every 10 seconds.
  • Ticks every 20 seconds if the player is overweight.
  • Does not work over 90% overweight.
  • Ticks every 5 seconds.
  • Ticks every 10 seconds if the player is overweight.
  • Ticks every 10 seconds if the player is over 90% overweight.
Increased for the same reason as commodo party' overall standard. For reference, natural HP ticks every 4 seconds standing, 2 seconds sitting, and natural SP ticks every 6 seconds standing, 3 seconds sitting.

Archer

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Skill Original Value Changed Value Comment
Arrow Shower.png Arrow Shower
  • Not targetable on enemies, targets ground. Knockback is randomly spread.
  • Can break traps.
  • Skill is now targetable on mobs and will push them back 1 cell instead of 2 cells. However, the pushback will always be away from the caster, not the area of impact.
  • Can no longer move or break traps.
Players have requested that this skill be improved for precision by making it both targetable and making the pushback more consistent. That said, to balance the skill, we have decided to no longer allow the ability to move traps. Furthermore, the knockback has been reduced by half.
Improve Concentration.png Improve Concentration
  • Duration is 40 + (20 x SkillLV). (240 secs at max level)
  • SP Cost is 20 + (5 x SkillLV) . (70 sp at max level)
  • Duration is 100 + (20 x SkillLV). (300 secs at max level)
  • SP Cost: 20 + (6 x SkillLV). (80 sp at max level)
Players have asked that most buffs have similar buff durations. The buff durations for core skills have been increased to a 5 minute maximum at the additional marginally higher cost of SP.
Arrow Crafting.png Arrow Crafting
  • Job Level Requirement to Learn: 30
  • Quest requirement is 13 trunks.
  • Job Level Requirement to Learn: 15
  • Quest requirement is reduced to 5 trunks.
As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level. Arrow Crafting Quest

Hunter

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Skill Original Value Changed Value Comment
Blitz Beat.png Blitz Beat
  • Auto-blitz damage is split evenly among mobs it hits.
  • Damage formula per hit:
[2 × Floor(INT/2) + 2 × Floor(DEX/10) + 6 × (Steel Crow level) + 80]
  • Damage is done in full to all hit mobs regardless of being autocast or hard cast (that is, splash damage no longer is split among targets).
  • The damage formula per hit is:
([LUK] + [INT/2] + 6 * Steel Crow Lvl + 20) * 2)
  • Auto-blitz proc chance has remained unchanged.
  • Auto-blitz amount of hits per Job level remained unchanged.
Falconer builds have seen less play given how strong Double Strafe builds are.

However, many players have requested improvements to Blitz Beat. In developing the skill changes, an emphasis on LUK was made as LUK not only increases proc chance, but under this new formula will also provide investment towards damage. This skill is now improved to a level that is competitive in play.

Blast Mine.png Blast Mine
  • Damage Formula:
[SkillLV × (100 + DEX) × (100 + INT) / 200]
  • Does small splash damage to targets.
  • The damage formula is now:
[SkillLV × (70 + DEX) × (70 + INT) / 65]
Trapper builds have also been outshined by Double Strafe builds.

By increasing the trap damage rate, players may be more incentivized to prioritize stats towards a trapper build, allowing a third core build to be competitive as a Hunter.

Land Mine.png Land Mine
  • Damage Formula:
[SkillLV × (75 + DEX) × (100 + INT) / 100]
  • Does no splash damage but has high damage output with modified formula of:
[SkillLV × (80 + DEX) × (100 + INT) / 70]
Same comments as Blast Mine to justify the changes.
Freezing Trap.png Freezing Trap
  • Damage Formula:
(25 + 25 × SkillLV)% of your normal ATK.
  • Flat increase of damage by 650.
  • New damage formula:
[(25 + 25 × SkillLV)% ATK + 650]
Same comments as Blast Mine to justify the changes.
Claymore Trap.png Claymore Trap
  • Damage Formula:
[SkillLV × (150 + DEX) × (100 + INT) / 200]
  • This trap has a medium splash damage range.
  • New damage formula:
[SkillLV × (30 + DEX) × (100 + INT) / 100]
Same comments as Blast Mine to justify the changes.
Phantasmic Arrow.png Phantasmic Arrow
  • Quest requirement is 5 Harpy Feathers.
  • Quest requirement is removed.

The quest is difficult to complete since Harpy Feathers are very rare in this version if the game.

Bard/Dancer

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Skill Original Value Changed Value Comment
Musical Lessons.png Musical Lesson
  • Increases ATK of instruments by +3 per skill level. (+30 at max level)
  • Increases ATK of instruments by +5 per skill level. (+50 at max level)
  • Reduces weapon delay of instruments by 1% per skill level. (+10% aspd at max level)
The increase in damage will make non-bow weapons a little more desirable.
Dancing Lesson.png Dancing Lesson
  • Increases ATK of whips by +3 per skill level. (+30 at max level)
  • Increases ATK of whips by +5 per skill level. (+50 at max level)
  • Increases CRIT Rate by 1% per skill level. (+10% at max level)
The increase in damage will make non-bow weapons a little more desirable.
Throw Arrow.png Throw Arrow
  • Does [125 + (25 × SkillLV)]% ATK with a whip weapon. (250% at max level)
  • Does [175 + (25 × SkillLV)]% ATK with a whip weapon. (300% at max level). In addition, the skill gets an extra +100% ATK if used while performing.
  • Has a 0.3s fixed cooldown
Increase skill damage output to a 300% ATK maximum (400% while performing). While still not as strong as other archer skills, it does provide more damage while supporting a party.
Musical Strike.png Musical Strike
  • Does [125 + (25 × SkillLV)]% ATK with an instrument weapon. (250% at max level)
  • Does [175 + (25 × SkillLV)]% ATK with an instrument weapon. (300% at max level). In addition, the skill gets an extra +100% ATK if used while performing.
  • Has a 0.3s fixed cooldown
Increase skill damage output to a 300% ATK maximum. While still not as strong as other archer skills, it does provide more damage while supporting a party.
Frost Joker.png Frost Joker
  • Inflicts the Freeze status with a success chance of [15 + (5 * SkillLv)]% to all enemies in range.
  • Inflicts the Freeze status with a success chance of [(25 + 9 * SkillLv) - (DistanceInCells * 5)]% to all enemies in range.
  • The skill's success rate now differs based on how close enemies are to the bard.
Being able to inflict a screen-wide status effect, safely, was seen as something of an oppressive force for build and gear diversity in WoE. The increased success rate for targets close to the bard allows the skill to still be useful in WoE.
Dazzler.jpg Scream
  • Inflicts the Stun status with a success chance of [25 + (5 * SkillLv)]% to all enemies in range.
  • Inflicts the Stun status with a success chance of [(25 + 9 * SkillLv) - (DistanceInCells * 5)]% to all enemies in range.
  • The skill's success rate now differs based on how close enemies are to the dancer.
Increases build diversity in WoE by making lower-VIT builds more viable, while still retaining the usefulness of the skill.
Mr. Kim A Rich Man.png Mr. Kim a Rich Man
  • Monsters that die within the area of effect grant [25 + (11 x SkillLV)]% additional EXP (maximum +80%)
  • Monsters that die within the area of effect grant [10 + (8 x SkillLV)]% additional EXP (maximum +50%)
Reduces the gap between Kim and non-Kim setups. Not as big as a nerf as it may seem when considering the EXP Rebalance mechanics

Magician

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Skill Original Value Changed Value Comment
Increase SP Recovery.png SP Recovery
  • Ticks every 10 seconds.
  • Ticks every 5 seconds.
  • Timer counts while standing, but doesn't reset with movement.
Increased for the same reason as commodo party' overall standard (every 6 seconds standing, every 3 seconds sitting). Mages with standard INT (80+) don't need this skill, but allows them to diversify into other stats and is very good for Super Novices.
Energy Coat.png Energy Coat
  • Job Level Requirement to Learn: 35
  • Quest requirement is 3 Glass Bead.
  • Job Level Requirement to Learn: 15
  • Quest requirement is reduced to 1 Glass Bead.
As with most other Platinum Skill reworks, this one gets the treatment of a smaller item requirement since it can be learned at a lower level.

Wizard

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Skill Original Value Changed Value Comment
Sense.png Sense
  • Gives you information about a monster.
  • Now also provides a passive 2% reduction in physical attacks of fire, water, wind and earth property.
This skill was absolutely useless. Added some reason to get it.

Sage

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Skill Original Value Changed Value Comment
Sense.png Sense
  • Gives you information about a monster.
  • Now also provides a passive 2% reduction in attacks of fire, water, wind and earth property.
This skill was absolutely useless. Added some reason to get it.
Advanced Book.png Advanced Book
  • Adds +3 atk and 0.5% aspd per skill level while a book is equipped. (+30 atk and + 5% aspd at max level)
  • Now adds +3 ATK, 0.7% ASPD and 1% MATK per skill level while a book is equipped. (+30 atk, 7% aspd and 10% matk at max level)
Up to 10% MATK and 2% ASPD buff should make books almost on par with rods.
Dispel.png Dispel
  • Spell breaker Level 3 as pre-requisite.
  • Spell breaker Level 1 as pre-requisite.
In the future this skill will be useful in PVM situations. The change makes it more accessible in more builds.
Auto Spell.png Auto Spell
  • Every time the caster does a melee attack there is a chance that he automatically casts a certain spell.
  • The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost.
Level 1: up to LV 3 Napalm Beat/7% overall auto spell chance
Level 2: up to LV 1 Elemental Bolt/9% overall auto spell chance
Level 3: up to LV 2 Elemental Bolt/11% overall auto spell chance
Level 4: up to LV 3 Elemental Bolt/13% overall auto spell chance
Level 5: up to LV 1 Soul Strike/15% overall auto spell chance
Level 6: up to LV 2 Soul Strike/17% overall auto spell chance
Level 7: up to LV 3 Soul Strike/20% overall auto spell chance
Level 8: up to LV 1 Fire Ball/22% overall auto spell chance
Level 9: up to LV 2 Fire Ball/23% cast chance
Level 10: up to LV 1 Frost Diver/25% cast chance
  • Every time the caster does a melee attack there is a chance that he automatically casts a certain spell.
  • The Sage must know the autocasted spell, and the SP Cost for them is 2/3 the normal cost.
Level 1: up to LV 5 Napalm Beat/11% overall auto spell chance
Level 2: up to LV 3 Elemental Bolt/13% overall auto spell chance
Level 3: up to LV 4 Elemental Bolt/15% overall auto spell chance
Level 4: up to LV 5 Elemental Bolt/17% overall auto spell chance
Level 5: up to LV 3 Soul Strike/19% overall auto spell chance
Level 6: up to LV 4 Soul Strike/21% overall auto spell chance
Level 7: up to LV 5 Soul Strike/23% overall auto spell chance
Level 8: up to LV 5 Fire Ball/25% overall auto spell chance
Level 9: LV 5 Earth Spike/27% cast chance
Level 10: LV 5 Frost Diver/30% cast chance
There is a huge difference between soul linked skills and regular ones.

The cast chance was increased, but the skill improvement comes from higher levels of skill being casted, as well as the addition of earth spike, an element previously ignored.

Hocus Pocus.png Abracadabra
  • Casts a random skill. Learnable up to level 10.
  • Max skill level is 5. Skills remaped to lower levels.
Reworking of Hocus Pocus skills will happen in the near future, and should make this skill see usage other than purely an MVP generator
Dragonology.png Dragonology
  • Increases DEF and MATK against dragons. Up to +3 INT at max level.
  • Increases DEF and MATK against dragons. Up to +3 INT at max level.
  • Now also increases experience gained from dragons by up to 10%.
A small boost when the sage kills a dragon
Gemstone Extraction.pngGemstone Extraction NEW Platinum Skill A new platinum skill that will give sages a small chance to drop gemstones and elemental stones when killing enemies.

This skill was proposed as a way for sages to get materials for their spells. To obtain this skill, Sages must complete Gemstone Extraction Quest.

Berserk potion.png
Berserk Potion
  • Sage can now use Berserk Potions.
Boost for niche AA Sage builds.

Thief

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Skill Original Value Changed Value Comment
Double Attack.png Double Attack
  • Adds chance to do a double attack at 5% x SkillLV. (50% at max level)
  • Adds +1 hit per skill level which only applies to double attack procs. (+10 at max level)
  • Increases off-hand damage of katar by 1 + (2 x SkillLV). (+21% at max level)
  • Now adds chance to do double attack at 7% x SkillLV. (70% at max level)
  • Adds +1 hit per skill level which only applies to double attack procs. (+10 at max level)
  • Increases off-hand damage of katar by 1 + (2 x SkillLV). (+21% at max level)
Increases damage through higher double attack chance, making the thief class a little more competitive with classes such as archers when fighting.

Note: Sidewinder Card also benefits from this change. It now adds 7% Double Attack to the weapon that is compounded in. If the user already knows Double Attack it will use that skill level chance.

Envenom.png Envenom
  • Damage Formula:
+[15 × SkillLV]ATK (+150 attack at max level)
  • SP Cost: 12
  • Damage Formula:
[100 + 15 × SkillLV]% (250% at max level)
  • SP Cost: 8
This is coupled with the change of poison versus monsters and makes the skill useful at lower levels.
Detoxify.png Detoxify Gives versatility to the skill and provides an extra way to confront an ailment that doesn't has many ways to deal against.

Assassin

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Skill Original Value Changed Value Comment
Righthand Mastery.png Right-Hand Mastery
1: ATK 60%
2: ATK 70%
3: ATK 80%
4: ATK 90%
5: ATK 100%
1: ATK 80%
2: ATK 90%
3: ATK 100%
4: ATK 110%
5: ATK 120%
Dagger sins are incredibly weak (one of if not the weakest melee builds). In addition to the higher double attack chance, improvements to enchant poison, the increase to attack power when double wielding should greatly improve viability of this build.
Lefthand Mastery.png Left-Hand Mastery
1: ATK 40%
2: ATK 50%
3: ATK 60%
4: ATK 70%
5: ATK 80%
1: ATK 60%
2: ATK 70%
3: ATK 80%
4: ATK 90%
5: ATK 100%
Same as above.
Enchant Poison.png Enchant Poison
  • Duration and poison chance:
1: 30 Sec 3% Chance
2: 45 Sec 3.5% Chance
3: 60 Sec 4% Chance
4: 75 Sec 4.5% Chance
5: 90 Sec 5% Chance
6: 105 Sec 5.5% Chance
7: 120 Sec 6% Chance
8: 135 Sec 6.5% Chance
9: 150 Sec 7% Chance
10: 165 Sec 7.5% Chance
  • New duration and poison chance:
1: 100 Sec 3% Chance
2: 150 Sec 3.5% Chance
3: 200 Sec 4% Chance
4: 250 Sec 4.5% Chance
5: 300 Sec 5% Chance
6: 350 Sec 6% Chance
7: 450 Sec 7% Chance
8: 500 Sec 8% Chance
9: 550 Sec 9% Chance
10: 600 Sec 10% Chance
Increased the chance slightly to provide a little more viability with keeping a weapon enchanted.

Increased the duration greatly to bring this more in-line with an endow-type skill.

Katar Mastery.png Katar Mastery
  • Grants +3 ATK per skill level. (+30 at max level)
  • Grants +4 ATK and +0.5% CRIT per level with Katars (+40 and +5% crit at max level; before the doubling effect of Katars, so think of this as a maximum of 10% increased crit rate with Katars).
  • Grants +50% critical damage with katars at max skill level.
Boost to attack, crit chance and crit damage as Katar sins fall short of many other DPS builds.
Venom Splasher.png Venom Splasher
  • Requires 1 Red Gemstone
  • Enemy HP must be less than 3/4.
1: 5 Sec Explosion Timer
2: 5.5 Sec Explosion Timer
3: 6 Sec Explosion Timer
4: 6.5 Sec Explosion Timer
5: 7 Sec Explosion Timer
6: 7.5 Sec Explosion Timer
7: 8 Sec Explosion Timer
8: 8.5 Sec Explosion Timer
9: 9 Sec Explosion Timer
10: 9.5 Sec Explosion Timer
  • Gemstone Requirement Removed
  • HP Requirement Removed
1: 2.5 Sec Explosion Timer
2: 3 Sec Explosion Timer
3: 3.5 Sec Explosion Timer
4: 4 Sec Explosion Timer
5: 4.5 Sec Explosion Timer
6: 5 Sec Explosion Timer
7: 5.5 Sec Explosion Timer
8: 6 Sec Explosion Timer
9: 6 Sec Explosion Timer
10: 6 Sec Explosion Timer
  • Damage modifier cards do affect the damage outcome
This allows it to be more consistent with other "finisher" skills.
Venom Dust.png Venom Dust
  • Requires 1 Red Gemstone
  • Requires 2 Venom Canine
A cheaper catalyst will allow this skill to see more use.

Rogue

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Skill Original Value Changed Value Comment
Strip Weapon.png Strip Weapon
  • Reduces attack of monster by 25% for skill duration.
  • Reduces attack of monster by 40% for skill duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Strip Shield.png Strip Shield
  • Reduces hard defense of monsters by 15% for the skill's duration.
  • Reduces hard defense of monsters by 50% for the skill's duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Strip Armor.png Strip Armor
  • Reduces VIT of monsters by 40% for skill's duration.
  • Reduces VIT of monsters by 80% for the skill's duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Strip Helm.png Strip Helm
  • Reduces INT by 40% on monsters for skill's duration.
  • Reduces INT of monsters by 80% for the skill's duration.
The changes make this skill more desirable to use in a PVM setting. These changes only impact monsters.
Sword Mastery.png Sword Mastery
  • ATK +4 per level. (+40 at max level)
  • ATK +4 per level. (+40 at max level)
  • On rogues, sword mastery provides +7% chance to use double attack with swords per level.
Allows for a new meta without reliance on the Sidewinder card by allowing swords to have double attack ability.
Back Stab.png Back Stab
  • Needs to be used directly at enemy's back at 1 cell range for it to work.
  • Cast Delay is based on ASPD.
  • Now allows the player to cast it from 3 cells away to an enemy from any angle, "jumping" behind them and doing a strong attack.
  • Cast delay is now [3.4 - 0.1 × SkillLV ] seconds.
  • All other effect remains the same.
Redesigned to be an easier to use gap closing skill.

Future development may add a toggle to revert back to the original function of this skill at the user's choice.

Raid.png Raid
  • Damage Formula:
[100 + 40 × SkillLV]%. (300% at max level)
  • Damage Formula:
[100 + 80 × SkillLV]%. (500% at max level)
--
Preserve.png Preserve NEW SKILL
  • Allows Rogues to not lose the skill learned via Intimidate even when hit by a different skill for duration of the skill.
  • Plagiarism Lv. 10 required to obtain this skill.

Note: It is part of the rogue's skill tree as such you will be required to invest one point of your skill points in it if you are planning to take it.

Merchant

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Skill Original Value Changed Value Comment
Discount.png Discount
  • Reduces NPC sell prices by [5 + 2 × SkillLV]%.
  • Reduces NPC sell prices by [5 + 2 × SkillLV]%
  • Now also reduces the cost of Mammonite by 5% per Discount skill level, up to 50%.
Using one skill to buff another (and one skill that is almost always taken by merchants) will help merchants improve the gameplay experience.
Cart Revolution.png Cart Revolution
  • 150% ATK in AOE plus up to 100% extra damage depending on weight of the cart.
  • Job Level Requirement to Learn: 35
  • Quest requirement is 20 Iron.
  • Weight requirement of cart has been removed. This skill now does 250% damage at all times.
  • Job Level Requirement to Learn: 15
  • Quest requirement changed to Iron Ore and reduced to 15.
  • Element of the attack will now always match the weapon equipped instead of being pseudo-neutral
The requirement to fill up your cart with useless junk to reach a weight limit to maximize this effect, while good in flavor, is poorly executed.

Therefore, the requirement of weight has been removed.

Crazy Uproar.png Crazy Uproar
  • Quest requirement is 7 pearl.
  • Quest requirement is reduced to 1 pearl.
This skill is grossly overprice for its effect and intended job level (15) at which it can be learned, therefore the cost was reduced.

Blacksmith

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Skill Original Value Changed Value Comment
Adrenaline Rush.png Adrenaline Rush
  • Decreases attack delay with maces and axes by 30% for caster and 20% for party members for 30 seconds per skill level. (150 secs at max level)
  • Decreases attack delay with maces and axes by 30% for caster and 20% for party members for 60 seconds per skill level. (300 secs at max level.)
Constantly buffing skills that provide constant passive buffs is not reasonable skill design.
Weapon Perfection.png Weapon Perfection
  • Weapon size modifiers no longer grant a penalty (all weapon types do 100% damage to all sizes) for 10 seconds per level. (50 secs at max level)
  • Weapon size modifiers no longer grant a penalty (all weapon types do 100% damage to all sizes) for 60 seconds per level. (300 secs at max level)
Constantly buffing skills that provide constant passive buffs is not reasonable skill design.
Over Thrust.png Over Thrust
  • ATK +5% per skill level.
  • 0.1% chance to break own weapon per attack.
  • Duration is 20 seconds per skill level. (100 secs at max level)
  • ATK +5% per skill level.
  • Chance to break own weapon removed.
  • Duration is 60 seconds per skill level. (300 secs at max level)
Brings buff duration in line with Weapon Perfection.

Penalizing a skill does not make sense.

Skin Tempering.png Skin Tempering
  • DEF+(1 * SkillLv), FireDEF+(4 * SkillLv)%
  • DEF+(4 * SkillLv), FireDEF+(6 * SkillLv)%
Gives additional survivability as merchants have low FLEE rates. Also provides decent tanking in more situations, especially against fire attacks and element.
Maximize Power Disables SP Regeneration No longer disables SP Regenration Blacksmiths were a bit underwhelming in PVM partially due to the limiting condition to keep this skill online; it has been removed to give them a bit of a boost.

Alchemist

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Skill Original Value Changed Value Comment
Axe mastery.png Axe Mastery
  • Adds +3 ATK per skill level. (+30 at max level)
  • Adds +5 ATK per skill level and reduces attack delay by 8% at max level. (+50 atk and +8% aspd at max level)
A material improvement to viability of melee builds was needed. Additional attack and ASPD assist in all specs.
Summon flora.png Summon Flora
  • Cast Time 2 Seconds
  • Cost 1 Plant Bottle for every plant.
  • Lower levels spawn multiple plants at once.
  • Plant duration decreases as level increases.
This skill has been redesigned from the ground up. Cast Time is reduced to 1 second, and every cast spawns a single plant, but only one type of plant may be spawned at a time. A number of plants may be spawned that do not cost Plant Bottles at each skill level:
  • Lv 1: 5 Mandragoras
  • Lv 2: 4 Hydras
  • Lv 3: 3 Floras
  • Lv 4: 2 Parasites
  • Lv 5: 1 Geographer

If the Alchemist is holding any Plant Bottles, they may spawn +1 of any plant at the cost of one bottle. Furthermore, Plant Bottles are now a usable item that can only be used by Alchemists and will spawn a Geographer that is separate from the Summon Flora skill. These bottles have a 60 second cooldown for the user, the same as the lifespan of all of these plants.

This skill was rarely used due to the cost of plant bottles. Now a limited number of plants are freely available at all times, with the capability of expanding the monstrous garden. This essentially grants Alchemists extra autoattacks and/or a Heal every 6 seconds for free. The Alchemist's stats affect plants, primarily STR adding damage and DEX adding hit, making STR a core stat for most Alchemists. The new platinum skill Herbicide helps Alchemists stay mobile and avoid wasting plant bottles on unnecessary plants.

Plant Bottles can be used from inventory without the skill, so an Alchemist can skip it and brew bottles to still have a Geo, or even buy them from other Alchemists. It is possible to have 3 Geographers active at once, or 3 Parasites and 1 Geo. More info at Alchemist Plants Guide.

Summon Marine Sphere.png Summon Sphere Mine
  • Damage formula: 2000 + 400 * SkillLV
  • Costs 1 Marine Sphere Bottle
  • Damage formula: 1000 + 200 * SkillLv + 25 * Base VIT (max 4550)
  • Marine Sphere Bottle cost removed.
  • Cooldown after cast increased to 0.5 seconds.
  • A new platinum skill immediately detonates all of your summoned Marine Spheres after a short cast time.
The reagents are tedious to farm, so the skill was rarely worth using. Now this skill provides an alchemist reliable AoE damage, and if they wish to brew 30 bottles for the remote detonation skill, the sphere mines become much easier to use.

Without needing reagents, it demands a cooldown or will become spammable and imbalanced.

Am acidterror.png
Acid Terror
  • Damage formula: (100+40*SkillLv)% ATK
  • Costs 10 SP
  • Cast Time 1s
  • Consumes 1 Acid Bottle.
  • Damage formula: (100+80*SkillLv)% ATK
  • Costs 8 SP
  • Cast Time 0.5s
  • Can be used without Acid Bottle, but if there is at least one in your inventory an Acid Bottle will be consumed.
  • The Break Armor effect will only have a chance to trigger if an Acid Bottle is consumed.
Useful as a PVM tool to pick off targets, or aggro them to lure them into range of other skills. Allows PVP builds to spec harder into STR for more damage.
Am demonstration.png
Demonstration
  • Stay duration (Min-Max Lv): 40 / 45 / 50 / 55 / 60 sec
  • Bottle Grenade recipe: 1 Empty Bottle + 1 Fabric + 1 Alcohol
  • Duration of the AOE is halved
  • Interval between damage ticks is halved
  • New Bottle Grenade recipe: 1 Empty Bottle + 1 Fabric + 1 Burning Heart
More useful as a PVM tool, and more threatening in PVP situations. Allows PVP builds to spec harder into STR for more damage.
Am potionpitcher.png
Aid Potion (Potion Pitcher)
Enables throwing potions with increased healing efficacy. Each skill level (and type of potion) provides an additional effect on the target:
  • Red Potion: casts Cure
  • Orange Potion: grants Endure for 10s
  • Yellow Potion: casts Status Recovery
  • White Potion: casts Lv. 2 Renew
  • Blue Potion: grants Magnificat for 60s (on the target only, not the whole party)
Additional effects justify the cost of using a consumable, especially when playing solo.
Resource Roundup.png Resource Roundup NEW Platinum Skill Provides a low chance to get most items used in brewing potions from any mob killed by the alchemist.

This is a platinum skill that any Alchemist can learn via quest. Since Homunculus aren't out for a while, this is a good addition to the class to give them a source of materials for their potions. To obtain this skill, Alchemists must complete the Resource Roundup Quest.

Herbicide.png Herbicide NEW Platinum Skill Kills off a plant or Marine Sphere so that the Alchemist can move or replant it. For Marine Spheres removed this way, they will not explode.

If cast on self (hold shift or use /noshift), it will destroy all currently summoned Plants (but not Marine Spheres).

Remote Detonator.png Remote Detonator NEW Platinum Skill Immediately detonates the Alchemist's summoned marine spheres, doing their current HP as damage to all targets within the explosion range. Aftercast delay of this skill has been recently changed to 3s with a fixed minimum cooldown of 0.5s.

Super Novice

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Skill Original Value Changed Value Comment
HP Changes
  • HP gain per level is based on official formula
  • Will now receive bonus HP at every 10 level increment starting at level 40. They are additive and will be provided as follows.
Level 40: +100 HP
Level 50: +150 HP (+250 HP total)
Level 60: +200 HP (+450 HP total)
Level 70: +250 HP (+700 HP total)
Level 80: +300 HP (+1000 HP total)
Level 90: +400 HP (+1400 HP total)
Level 99: +1000 HP (+2400 HP total)
--
SP Changes
  • SP gain per level is based on official formula
  • Will now get a bonus 10 SP every 10 base levels starting at level 20 and will get a special +30 SP bonus at level 99.
--
Soul Harvest NEW Platinum Skill See Soul Harvest


Card Rebalance

From PayonStories Wiki
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Several cards have been rebalanced and now behave differently on Payon Stories than their official server counterparts. This initiative was to revitalize cards that were previously underwhelming and make them more viable for use, while keeping their original effects intact.

Card Name Original Value Changed Value Comment
Card icon.png Ninetails Card (Garment) AGI +2

(Refine rate +9 or higher) Flee Rate +20

AGI +2

(Refine rate +8 or higher) Flee Rate +20

Refine requirement reduction makes this realistically achievable.

Now a premium Whisper Card

Card icon.png Freezer Card (Footgear) Maximum HP +300

(Refine rate +9 or higher) Inflict 10% more damage with Bash.

Maximum HP +300

(Refine rate +7 or higher) Inflict 10% more damage with Bash.

Refine requirment reduction.

The effect was deemed not strong enough to justify even a +8 requirement. Notably buffs skill-oriented Melee SN more than anything.

Card icon.png Megalith Card (Footgear) (Refine rate +5 or lower)

MDEF +7

(Refine rate +5 or lower)

MDEF +10

Small buff that puts the MDEF on par with Crystal Pumps and provides a budget alternative.
Card icon.png Arclouze Card (Shield) (Refine rate +5 or lower)

DEF +2 MDEF +3

DEF +2

MDEF +3 (Refine rate +5 or lower) +1 MDEF per refine

"Anti-Magic" suffix should imply it reduces magic attacks in some way.

Caps out at +2 DEF +8 MDEF, not including refine bonuses and shield DEF.

Card icon.png Sting Card (Shield) DEF +2

(Refine rate +9 or higher) MDEF +5

DEF +2

+1 DEF & +1 MDEF per 2 refines (Refine rate +8 or higher) MDEF +5

For an all-purpose shield that is still a half decent option on low refines,

but shines on a +8 or higher. Here's how the math works out: At +4: +4 DEF and +2 MDEF At +6: +5 DEF and +3 MDEF At +8: +6 DEF and +9 MDEF At +10: +7 DEF and +10 MDEF

Card icon.png Deviace Card (Weapon) Increase damage on DemiHuman, Brute, Plant and Insect monster by 7%. Increases physical damage inflicted on Fire element target by 25%

Takes 5% more damage from fire element target.

Monster Changes

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Monsterrr.

Card Name Original Value Changed Value Comment
Card icon.png Ninetails Card (Garment) AGI +2

(Refine rate +9 or higher) Flee Rate +20

AGI +2

(Refine rate +8 or higher) Flee Rate +20

Refine requirement reduction makes this realistically achievable.

Now a premium Whisper Card

Card icon.png Freezer Card (Footgear) Maximum HP +300

(Refine rate +9 or higher) Inflict 10% more damage with Bash.

Maximum HP +300

(Refine rate +7 or higher) Inflict 10% more damage with Bash.

Refine requirment reduction.

The effect was deemed not strong enough to justify even a +8 requirement. Notably buffs skill-oriented Melee SN more than anything.

Card icon.png Megalith Card (Footgear) (Refine rate +5 or lower)

MDEF +7

(Refine rate +5 or lower)

MDEF +10

Small buff that puts the MDEF on par with Crystal Pumps and provides a budget alternative.
Card icon.png Arclouze Card (Shield) (Refine rate +5 or lower)

DEF +2 MDEF +3

DEF +2

MDEF +3 (Refine rate +5 or lower) +1 MDEF per refine

"Anti-Magic" suffix should imply it reduces magic attacks in some way.

Caps out at +2 DEF +8 MDEF, not including refine bonuses and shield DEF.

Card icon.png Sting Card (Shield) DEF +2

(Refine rate +9 or higher) MDEF +5

DEF +2

+1 DEF & +1 MDEF per 2 refines (Refine rate +8 or higher) MDEF +5

For an all-purpose shield that is still a half decent option on low refines,

but shines on a +8 or higher. Here's how the math works out: At +4: +4 DEF and +2 MDEF At +6: +5 DEF and +3 MDEF At +8: +6 DEF and +9 MDEF At +10: +7 DEF and +10 MDEF

Card icon.png Deviace Card (Weapon) Increase damage on DemiHuman, Brute, Plant and Insect monster by 7%. Increases physical damage inflicted on Fire element target by 25%

Takes 5% more damage from fire element target.

system changes

From PayonStories Wiki
Jump to navigation Jump to search

Several cards have been rebalanced and now behave differently on Payon Stories than their official server counterparts. This initiative was to revitalize cards that were previously underwhelming and make them more viable for use, while keeping their original effects intact.

Card Name Original Value Changed Value Comment
Card icon.png Ninetails Card (Garment) AGI +2

(Refine rate +9 or higher) Flee Rate +20

AGI +2

(Refine rate +8 or higher) Flee Rate +20

Refine requirement reduction makes this realistically achievable.

Now a premium Whisper Card

Card icon.png Freezer Card (Footgear) Maximum HP +300

(Refine rate +9 or higher) Inflict 10% more damage with Bash.

Maximum HP +300

(Refine rate +7 or higher) Inflict 10% more damage with Bash.

Refine requirment reduction.

The effect was deemed not strong enough to justify even a +8 requirement. Notably buffs skill-oriented Melee SN more than anything.

Card icon.png Megalith Card (Footgear) (Refine rate +5 or lower)

MDEF +7

(Refine rate +5 or lower)

MDEF +10

Small buff that puts the MDEF on par with Crystal Pumps and provides a budget alternative.
Card icon.png Arclouze Card (Shield) (Refine rate +5 or lower)

DEF +2 MDEF +3

DEF +2

MDEF +3 (Refine rate +5 or lower) +1 MDEF per refine

"Anti-Magic" suffix should imply it reduces magic attacks in some way.

Caps out at +2 DEF +8 MDEF, not including refine bonuses and shield DEF.

Card icon.png Sting Card (Shield) DEF +2

(Refine rate +9 or higher) MDEF +5

DEF +2

+1 DEF & +1 MDEF per 2 refines (Refine rate +8 or higher) MDEF +5

For an all-purpose shield that is still a half decent option on low refines,

but shines on a +8 or higher. Here's how the math works out: At +4: +4 DEF and +2 MDEF At +6: +5 DEF and +3 MDEF At +8: +6 DEF and +9 MDEF At +10: +7 DEF and +10 MDEF

Card icon.png Deviace Card (Weapon) Increase damage on DemiHuman, Brute, Plant and Insect monster by 7%. Increases physical damage inflicted on Fire element target by 25%

Takes 5% more damage from fire element target.

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