All balance changes related to Transcendent classes have been listed under their respective 2nd Job categories.
Skill | Original | Our Changes | Comment |
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• HP: Ticks every 6 seconds • SP: Ticks every 8 seconds |
• HP: Ticks every 4 seconds • SP: Ticks every 6 seconds |
Regeneration was too slow, so we slightly increased the recovery speed for better pacing. |
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• Regeneration triggered every 10 seconds | • Regeneration now triggers every 7 seconds | Applies to all classes that use skill-based HP/SP recovery mechanics. This change ensures more responsive regeneration across the board. |
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• Not available in original game |
• Recovers 1% of Max HP • Recovers 1% of Max SP • Triggered every 3.5 seconds while sitting |
Added to improve early-game sustain and support more consistent downtime recovery without items. |
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• Required completing a quest to unlock. | • Simply speak with the Platinum Skill NPC to learn the skill. | Quest skills were too tedious to unlock, so we streamlined access for all characters. |
Skill | Original | Our Changes | Comment |
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• SP Cost: Levels 1–5: 8 SP Levels 6–10: 15 SP |
• SP Cost: 3 SP + (1 SP × SkillLV) (13 SP at level 10) |
Previous SP scaling was inconsistent and didn't reflect skill power progression. |
Skill | Original | Our Changes | Comment |
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• The skill's behavior was inconsistent due to a hidden tile-based grid system. |
• The positional bug has been fully removed. • Bowling Bash now behaves consistently on all map tiles. |
We removed an old bug that caused Bowling Bash to behave unpredictably on certain map tiles. The skill is now fully reliable regardless of position. |
Skill | Original | Our Changes | Comment |
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• Damage: 100 + (35 × SkillLV)% • Max output: 450% at level 10 • Range: 3 cells |
• Damage: 100 + (40 × SkillLV)% • Max output: 500% at level 10 • Range: 4 cells |
Slightly increased damage scaling and range to improve Crusader's offensive utility and consistency. |
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• Damage: 100 + (20 × SkillLV)% • Max output: 200% at level 5 |
• Damage: 100 + (40 × SkillLV)% • Max output: 300% at level 5 |
Boosted damage to make Shield Charge a more rewarding option in Crusader's toolkit. |
Skill | Original | Our Changes | Comment |
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• Duration: 40s + (20 × SkillLV) • Max Duration: 240s at level 10 • SP Cost: 15 + (3 × SkillLV) |
• Duration: 100s + (20 × SkillLV) • Max Duration: 300s at level 10 • SP Cost: 15 + (4 × SkillLV) |
Duration brought in line with other buffs and SP cost adjusted for improved consistency. |
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• Duration: 40s + (20 × SkillLV) • Max Duration: 240s at level 10 • SP Cost: 24 + (4 × SkillLV) |
• Duration: 100s + (20 × SkillLV) • Max Duration: 300s at level 10 • SP Cost: 23 + (5 × SkillLV) |
Duration extended to match other buffs, with slight SP cost increase for balance. |
Skill | Original | Our Changes | Comment |
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• Duration: 5s + (5s × SkillLV) • SP Cost: 5 + (5 × SkillLV) |
• Duration: 10s + (10s × SkillLV) • SP Cost: 20 + (4 × SkillLV) |
Increased duration for more consistent uptime while slightly adjusting SP cost to match utility. |
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• Duration: 60 seconds • SP Cost: 10 + (3 × SkillLV) |
• Duration: 120 seconds • SP Cost: 10 + (4 × SkillLV) |
Duration was doubled to reduce buff downtime; SP cost was slightly raised for balance. |
Skill | Original | Our Changes | Comment |
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• After using the skill, HP and SP regeneration is blocked for 5 minutes. | • Regeneration block now lasts 12 seconds after using the skill. | The original duration could be bypassed by relogging, so we replaced it with a short, realistic cooldown as a QoL improvement. |
Skill | Original | Our Changes | Comment |
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• Duration: 40 + (20 × SkillLV) seconds • SP Cost: 20 + (5 × SkillLV) |
• Duration: 100 + (20 × SkillLV) seconds • SP Cost: 20 + (6 × SkillLV) |
Increased duration to reduce rebuff frequency. Slightly raised SP cost to maintain balance. |
Skill | Original | Our Changes | Comment |
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• Range: 9 cells |
• Range: 9 + 1 × Vulture's Eye Level • Max range: 19 at Vulture's Eye level 10 |
Designed to offer a viable ranged alternative to Archer's Double Strafe. |
Skill | Original | Our Changes | Comment |
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• Activation Chance: 5% × Skill Level • Max Chance: 50% at level 10 |
• Activation Chance: 7% × Skill Level • Max Chance: 70% at level 10 |
Increased chance to trigger Double Attack, making it a more competitive early-game skill and more consistent overall. |
Skill | Original | Our Changes | Comment |
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• Increases ATK by 3 per skill level • Max Bonus: 30 ATK at level 10 |
• Increases ATK by 4 per skill level • Max Bonus: 40 ATK at level 10 |
Slightly increased to make Katar-based builds more rewarding and competitive with dual-dagger options. |
Skill | Original | Our Changes | Comment |
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• Duration: 10 minutes • Prevents Plagiarized skill from being overwritten during that time. |
• Now functions as a toggle skill • Remains active until manually canceled or removed. |
Changed to toggle for better usability — players no longer have to re-cast it every 10 minutes. |
Skill | Original | Our Changes | Comment |
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• Active skill used to identify unidentified items. | • Removed from skill tree. | All dropped items are now automatically identified, making the skill obsolete. |
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• Damage scaled with cart weight. • Less effective with an empty or light cart. |
• Always calculates damage as if cart is fully loaded. | Standardized to full weight to remove unnecessary micromanagement and improve reliability. |
Skill | Original | Our Changes | Comment |
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• Duration: 30 × SkillLV seconds • Max duration: 150s |
• Duration: 60 × SkillLV • Max duration: 300s |
Duration unified with other buffs for consistency and improved QoL. |
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• Duration: 10 × SkillLV seconds • Max duration: 50s |
• Duration: 60 × SkillLV • Max duration: 300s |
Brought in line with other buffs to ensure all are equally practical in battle. |
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• Duration: 20 × SkillLV seconds • Max duration: 100s • Weapon could break randomly during effect |
• Duration: 60 × SkillLV • Max duration: 300s • No longer causes weapon break |
Unified with other buffs and removed durability penalty to improve usability and reduce frustration. |
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• Damage scaled based on cart weight • Less effective with empty cart |
• Always deals damage as if the cart is fully loaded | Standardized to full weight to remove unnecessary micromanagement and improve reliability. |
Skill | Original | Our Changes | Comment |
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• Required Base Level: 45 | • Required Base Level: 25 | Lowered the minimum level to allow faster access to the Super Novice content. |