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| * New effect: on a BG map, Run immediately grants the strength bonus instead of initiating the Run movement | | * New effect: on a BG map, Run immediately grants the strength bonus instead of initiating the Run movement |
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| + | ==Star Gladiator Class== |
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| + | * No longer requires extra EXP to level; Star Gladiator requires the same amount of EXP to level as a Soul Linker |
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| ==Soul Linker Class== | | ==Soul Linker Class== |
Revision as of 00:58, 16 September 2021
Below are all changes directly to the class skills. Note that heRO also has a lot of custom gears that may interact with skills in different ways, but changes here apply to all players regardless of their gear choices.
To read up on heRO's philosophy, Click Here
To read up on Alchemist Update that's not yet added to the tables below, you can read about it Here
General Mechanics Change
Status Changes
These are 3rd class status effects which Pre-renewal players may not be familiar with.
Status
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Details
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Burning
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- Deals fixed (1000 + 3% of MaxHP) damage every 3 seconds. Damage can not be reduced.
- Reduce 25% MDEF
- Burning Status now has a minimum duration of 3 seconds instead of 10 seconds.
- Duration is reduced by AGI, and slightly reduced by LUK
- Boss monsters are immune to Burning
- Burning damage is not considered as damage from player (counts as Kill Steal), and as such will reduce the experience given from the monster.
- If the last hit on a monster is from burning damage, it will not count towards a quest kill count.
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Deep Sleep
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- Chat is disabled
- 2% of maximum HP/SP is recovered each second
- Damage from the next attack is amplified by 1.5x
- Duration is reduced by Base Level and INT
- Deep Sleep now has a minimum duration of 3 seconds instead of 5 seconds.
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Frost
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- Reduce movement speed by 30%
- Reduce attack speed by 30%
- Reduce Hard Def by 30% (10% on monsters)
- Duration is reduced by VIT and DEX
- Frost now has a minimum duration of 3 seconds instead of 6 seconds.
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Marsh of Abyss
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- Remove speed boosting skill effects and items
- Reduce movement speed by 10 to 50%
- Decrease AGI, DEX and FLEE
- Marsh of Abyss now has a minimum duration of 3 seconds instead of 5 seconds.
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Stasis
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- Similar to silence where it seals usage of certain skills
- Duration is reduced by VIT and DEX
- Stasis now has a minimum duration of 3 seconds instead of 5 seconds.
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Archer Class
Skill Changes
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Details
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Arrow Crafting
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- Please see Arrow Crafting for the expanded list of possible arrow crafts
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Acolyte Class
Skill Changes
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Details
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Increase Agility
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- The skill no longer has a cast requirement of 15 HP
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Dancer Class
- Whip weapons have identical size modifiers as Musical Instruments, using size modifiers of 75/100/75 for small/medium/large targets respectively
Thief Class
Skill Changes
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Details
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Steal
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- It is now possible to steal items in a monster's item slot 8, 9 and 10, which is utilized in heRO but not by official monsters.
- Items that appear as "100%" drop rate, will only be listed as 34% in the database such that it gives Steal a chance to take another item.
- Previously, heRO followed official behavior where you cannot steal a card. You can steal cards again.
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Rogue Class
Skill Changes
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Details
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Graffiti
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- Graffiti cannot be used on or near Land Protector to dispel Land Protector
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Not a direct change to Plagiarism, but heRO also has a NPC that can let Rogues copy skills for Plagiarism without the help of any players at the cost of a small fee. You can read about it here
Blacksmith Class
Skill Changes
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Details
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Maximize Power
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- Maximize Power is not removed upon death
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Unfair Trick
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- New effect: reduces the cost of Mammonite (and Throw Zeny) by 10% per level
- New effect: reduces the cost of Cart Termination and Maximum Overthrust by 10% per level beyond the first level of this skill
- Unfair Trick cannot lower these skills beyond a cost of 1 zeny, regardless of level
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Alchemist Class
Skill Changes
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Details
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Potion Pitcher
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- If you don't have regular red/orange/yellow/white/blue potions but you have their corresponding Light version of the Potion, Potion Pitcher will still work by pitching Light version of the Potion instead. The game will prioritize pitching "fat" potions before Light Potions. Light Potions do not affect the healing values of the skill at all.
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Demonstration
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- Now uses "Small Flammable Flask" as catalyst, which can be bought from NPC stores for 200z.
- Skill ratio improved: 100 + 20 per skill level => 100 + 40 per skill level
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Acid Terror
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- Now uses "Small Acidic Flask" as catalyst, which can be bought from NPC stores for 100z.
- Skill ratio improved: 100 + 40 per skill level => 100 + 60 per skill level
- Armor break ratio: 3:7:10:12:13 => 4:7:10:13:16%
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Summon Marine Sphere
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- For every 15 points of max HP you possess, add 1 HP to your Marine Sphere for every level of Summon Marine Sphere mastered. (At max level of marine sphere, the sphere inherit a third of your max HP.)
- When hit by the skill Cart Revolution, Marine Sphere will also attempt to detonate immediately
- When hit by the skill hit by Fire Bolt, Marine Spheres will detonate instantly, with no cast time.
- When hit by the skill Magnum Break or Demonstration, they will cast snap/body relocation to any cell within a 9x9 area, and detonate 2 seconds after.
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Bio Cannibalize
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- For every 5 points of STR you possess, add (skill level of Summon Flora) STR to your plants.
- For every 5 points of AGI you possess, add (skill level of Summon Flora) AGI to your plants.
- For every 5 points of INT you possess, add (skill level of Summon Flora) INT to your plants.
- For every 5 points of VIT you possess, add (skill level of Summon Flora) VIT to your plants.
- For every 5 points of LUK you possess, add (skill level of Summon Flora) LUK to your plants.
- For every 15 points of HIT you possess, add (skill level of Summon Flora) DEX to your plants.
- For every 5 points of ATK you possess, add (skill level of Summon Flora) atk to your plants.
- For every 10 points of max HP you possess, add (skill level of Summon Flora) max HP to your plants. (At max level of plants, the plants inherit roughly half of your max HP)
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Unfair Trick
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- New effect: reduces the cost of Mammonite (and Throw Zeny) by 10% per level
- New effect: reduces the cost of Cart Termination and Maximum Overthrust by 10% per level beyond the first level of this skill
- Unfair Trick cannot lower these skills beyond a cost of 1 zeny, regardless of level
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Twilight Alchemy
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- No longer requires particular party member in the party for the skills to work
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General Homunculi Changes
- Homunculus can now critically hit
- Greatly reduce the RNG variation with an auto-reroll system on level up: for each stat that got no gains at all (+0), the game will automatically re-roll the odds to see if you can get a +1 to the stat. While it's possible that you still get a +0 in the end, at least you get a 2nd chance. Note that the reroll does not permit you to get a +2 or a +3 in a stat. This happens automatically whenever you level up. You will see the notification of the system kicking in within your chatbox.
- All Homunculus have their level up stat adjusted. In general, all homunculi is getting a stat buff in EVERY category. You will see the standard deviation to have greatly narrowed (aka: less likely to be screwed by RNG), while retaining the potential high ceiling in almost all cases.
- Homunculus has a hard cap of 95 hard def and 95 hard mdef
Lif Homunculus
- is now classified as Plant race instead of Demi-Human race
Skill Changes
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Details
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Emergency Escape
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- Cooldown changed so that Level 1~3 has 5 Second Delay, Level 4 - 20 Second Delay and Level 5 - 25 Second Delay
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Mental Change
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- Cooldown reduced to 25 seconds at all levels
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Amistr Homunculus
Skill Changes
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Details
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Castling
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- Cooldown changed to 30 seconds at all levels
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Bulwark
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- SP cost decreased to be 20 at all levels.
- Change the duration from 40s/35s/30s/25s/20s to 60s at all levels.
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Adamantium Skin
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- Instead of 2% hp, 5% hp regen and 4 hard def per level, it's boosted to 3% hp, 10% hp regen and 6 hard def per level. (50% boost in effectiveness)
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Bloodlust
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- Atk boost: 130%/140%/150% => 140%/170%/200%
- Leech chance: 3%/6%/9% => 100% all levels (constantly activate)
- Leech amount: 20 all levels => 10+10 per level (20%/30%/40%)
- Cooldown reduced to 0: skill can be re-casted at any time in case the buff is dispelled for any reason (such as death)
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Filir Homunculus
Skill Changes
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Details
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Fleet Move
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- Cooldown changed to 55+5*Skill Lv seconds
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Overclock
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- Cooldown changed to 55+5*Skill Lv seconds
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Wizard Class
Skill Changes
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Details
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Amplify Magic Power
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- The cast time of Amplify Magic Power is affected by status effects, such as Suffragium (but still not affected by Dex)
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Sage Class
Skill Changes
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Details
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Abracadabra
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- Vending, Arrow Crafting, Pharmacy, or Flag Graffiti will not be used as a possible skill out of Abracadabra
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Taekwon Class
Skill Changes
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Details
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Run
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- New effect: on a BG map, Run immediately grants the strength bonus instead of initiating the Run movement
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Star Gladiator Class
- No longer requires extra EXP to level; Star Gladiator requires the same amount of EXP to level as a Soul Linker
Soul Linker Class
Skill Changes
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Details
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Soul Links (all)
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- Soul Link status now persist after logging out
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Super Novice Link
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- Casting Super Novice Link always resets the death count for a Super Novice on every casting
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Kaina
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- New effect: Kaina cannot lower sp cost of skills to be lower than 1, regardless of the level of Kaina learnt. This is a safety measure and is not noticeable by normal means.
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Ninja Class
For details regarding the Ninja class changes, please see the detailed forum thread: [1]
Skill Changes
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Details
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Mist Slash
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- Skill ratio: 100 + 10 per skill level => 100 + 20 per skill level + INT stat
- Eg: if Ninja has 30 Int, then a level 3 Mist Slash will deal (100 + 20 * 3 + 30)% ATK which is 220%
- SP Cost: 8 + 2 per skill level => 10 at all skill level
- This skill still deals 100% physical damage, regardless of the INT aspect
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Shadow Slash
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- Skill ratio: 100 per skill level => 120 per skill level + 3 * int
- Eg: if Ninja has 30 Int, then a level 3 Shadow Slash will deal (120 * 3 + 30 * 3)% ATK which is 450%
- SP Cost: 12 + 2 per skill level => 9 + skill level
- This skill still deals 100% physical damage, regardless of the INT aspect
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Throw Mastery
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- Instead of working exclusively with Throw Shuriken, the passive bonus will also apply to Throw Kunai, Throw Fuuma Shuriken and Throw Zeny.
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Throw Shuriken
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- Skill ratio: 4 ATK per skill level => 4 ATK per skill level + 8% per skill level
- i.e. At level 10, now it has a base 180% ATK with 40 bonus ATK instead of 100% ATK with 40 bonus ATK.
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Throw Huuma Shuriken
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- Skill ratio: 50 + 150 per skill level => 50 + 150 per skill level + 3 * int
- Eg: if Ninja has 30 Int, then a level 3 Throw Huuma Shuriken will deal (50 + 150 * 3 + 30 * 3)% ATK which is 590%
- Cast Time: 3 seconds => 1 second
- Damage is no longer divided among all targets
- This skill still deals 100% physical damage, regardless of the INT aspect
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Mirror Image
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- SP Cost changed
- Old: 30:32:34:36:38:40:42:44:46:48
- New: 30:32:34:36:38:40:42:35:28:21
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Ninja Aura/Soul
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- HP Cost: removed
- SP Cost: 10 + 10 per level => 15 + 5 per level
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Wind Blade
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- Skill ratio: 100% per bolt => (75+str)% per bolt
- Number of bolts: 1/2/2/3/3/4/4/5/5/6 => 2/3/4/5/6/7/8/9/10/11
- Eg: if Ninja has 30 Str, then a level 3 Wind Blade spell will deal (75 + 30)% MATK per bolt which is 105% MATK, dealing 4 bolts in total
- Change in Damage Per Level (assuming 0 strength) 100/200/200/300/300/400/400/500/500/600 => 150/225/300/375/450/525/600/675/750/825
- This skill still deals 100% magical damage, regardless of the STR aspect
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Lightning Crash
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- Skill ratio: 160 + 40 per skill level => 160 + 40 per skill level + 3 * str
- Eg: if Ninja has 30 Str, then a level 3 Lightning Crash spell will deal (160 + 40 * 3 + 30 * 3)% MATK which is 370%
- This skill still deals 100% magical damage, regardless of the STR aspect
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North Wind
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- Skill ratio: 100 + 100 per skill level => 100 + 100 per skill level + str * 2
- Eg: if Ninja has 30 Str, then a level 3 North Wind spell will deal (100 + 100 * 3 + 30 * 2)% MATK which is 460%
- This skill still deals 100% magical damage, regardless of the STR aspect
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Crimson Fire Petals
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- Skill ratio: 90 per level => 90 + (half of STR)
- Eg: if Ninja has 30 Str, then a level 3 Crimson Fire Petals spell will deal (90+ 30 * 0.5)% MATK which is 105% each bolt
- This skill still deals 100% magical damage, regardless of the STR aspect
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Falling Ice Meteor
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- Skill ratio: 100 + 50 per skill level => 50 + 150 per skill level + 3 * STR
- Eg: if Ninja has 30 Str, then a level 3 Falling Ice Meteor spell will deal (50 + 150 * 3 + 3 * 30)% MATK which is 590%
- This skill still deals 100% magical damage, regardless of the STR aspect
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Skill Clarification: Final Strike
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- There is no change to this skill. However, iRO classic wiki erroneously claim that damage is reduced to bosses. That is not true in heRO or any private servers that utilize the Hercules engine. Furthermore, the damage formula is "(STR*40) + (HP/10 + 35)*skill level".
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Unfair Trick
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- New effect: reduces the cost of Ninja's Throw Zeny by 10% per level
- Unfair Trick cannot lower these skills beyond a cost of 1 zeny, regardless of level
- Note that Ninja cannot naturally learn Unfair Trick skill by leveling.
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Super Novice Class
- You can now class change to a Super Novice at base level 15 instead of 45
Monster Exclusive Skills
Skill Changes
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Details
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Hell Power
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- The duration of Hell Power is changed to be 1 minute per level of Hell Power used, instead of a fixed 5 minute duration
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Dignity of Hell
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- The duration of Hell's Dignity is changed to be 1 minute per level of Hell Power used, instead of a fixed 5 minute duration
- The range of Hell's Dignity has been modified to be 11x11 at level 1, and increase in radius by 2 cells per level up to a maximum of area of 27x27 (similar to most other monster skills such as Earthquake or Hell's Judgment)
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3rd Class Skills
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All 3rd class skills (which are only used by monsters, and are currently not available to players, even via custom items or cards) deal 50% damage per level, with all extra variables for damage calculation removed. Exceptions to this are listed below.
- Duple Light: both its physical and magic portion now scale by 10% per level, starting at 100%
- Jack Frost: if target is affected by Frosty Misty, then damage is doubled
- Comet: The 4 damage zone changes by 200/150/100/50% (200 being ground zero) per skill level damage instead of the original scaling
- Chain Lightning: Base matk follows "standard" heRO formula of 50% per level. Chain Lightning Chain bonus damage is adjusted to [50 × (Max Chain count ? Chains)]% (which is halved from the original formula). If the chaining target of Chain Lightning is above 9, the chain bonus damage is capped as if the chain is at 9
- Earth Grave: all extra variables for damage calculation, except for Cursed Soil effect, are removed
- Diamond Dust: all extra variables for damage calculation, except for Cooler effect, are removed
- Poison Buster: all extra variables for damage calculation, except for Cursed Soil effect, are removed
- Psychic Wave: all extra variables for damage calculation, except for Cursed Soil/Heater/Cooler/Blast Mine effect, are removed
- Varetyr Spear: all extra variables for damage calculation, except for Blast Mine effect, are removed
- Cloud Kill: all extra variables for damage calculation, except for Cursed Soil effect, are removed
- Eraser Cutter: all extra variables for damage calculation are removed
- Sonic Wave: base damage follows heRO 3rd class standard, but range formula is kept in tact
- Ignition Break: scaling based on damage zone is now 150/100/50, no longer affected by base level. Elemental fire bonus is kept
- Storm Blast: still scales depending on int, but the constant factor is now 50 instead of 100 (effectively half damage compare to official formula)
- Phantom Thrust: no longer has level based scaling
- Arms Cannon: 75% per level for medium, 100% per level for small, 50% per level for large. Skill also no longer has base level scaling
- Axe Tornado: wind damage bonus and distance penalty is kept
- Earth Shaker: damage against invisible or hiding enemies are doubled
- Tiger Cannon: no change to the formula except that it has no base level scaling
- Knuckle Arrow: kept all interactions, except that it's 50% per level on both portion of base damage and collision damage
- Ride In Lightning: wind weapon will double damage
- Cross Strike: additional damage is kept
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