Skill Changes
Every job should feel powerful and unique. We've rebalanced skills and added exclusive abilities to ensure late-game viability and engaging gameplay.
⚔️ Exclusive & Reimagined Abilities
Several classes now feature exclusive or reimagined skills that redefine their playstyle and improve combat variety. These aren't just number tweaks — they're new ways to play.
🛡️ Aegis (Page)
Summons a magical barrier that protects your party, heals allies, and pushes back monsters while dealing holy damage to undead. Perfect for team play and survival.
👼 Mark of the Holy (Cleric)
Replaces Holy Arrow. Mobs multiple monsters and inflicts Sanctified status, rendering them inoffensive — divine crowd control.
⛪ Last Rites (Priest)
A mobbing exorcism that hits multiple monsters and renders them inoffensive. The ultimate crowd control for Priests.
✨ Shining Ray (Priest, Buffed)
Modified with further distance and higher damage output. Reaches farther and hits harder than the original.
🔮 Energy Bolt & Magic Claw (Magician)
Now hit multiple monsters (up to 3). Improved early game mobbing for all Magicians.
🔥 Poison Breath (F/P Mage)
Now strikes multiple monsters instead of just one. Combined with explosive poison bursts, it's a reliable and deadly mobbing tool.
🔱 Crusader Combo (Buffed)
Building combo orbs now increases weapon attack speed, making strikes faster as you maintain your combo. Rewards consistent combat rhythm.
🔱 Warrior Mastery (Unified)
Mastery, attacks, and skills are now unified. Warriors can use both weapon types interchangeably — more flexibility in gear and combat.
🗡️ Mug (Bandit)
Replaces Steal. A mobbing ability that hits up to 4 monsters and forces them to drop items. Essential for farming!
🧘 Chakra (Chief Bandit)
Consumes MP to enter extreme concentration. Critical Hit Chance, Attack Speed, and Meso Drop Rate are significantly increased — but you become more vulnerable to attacks. High risk, high reward.
🌀 Vortex (Hunter / Crossbowman)
Spawns a vortex that immobilizes and pulls monsters within its vicinity. Excellent crowd control for archers to group enemies before unleashing their attacks.

General Class Balance
Warriors
Increased melee range, improved defensive buffs for more rewarding tanking, and rebalanced accuracy formula for consistent hits.
Magicians
Reduced early-game MP costs, added emergency basic attack, and revamped M.ATT scaling for better late-game damage.
Archers
Improved attack speed for Bows and Crossbows with increased critical hit rates on core skills.
Thieves
Shadow Partner has increased duration, and Haste provides a slight boost to jump distance for better mobility.